Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
This index adds cross-game classifications and statistics to
statements published on individual store pages.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds).
Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay.
Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay.
Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real.
AI-generated content is used exclusively for promotional/store
library imagery (e.g. store capsule and library artwork). No
in-game assets — textures, models, environments, weapons, or
character art used during gameplay — are AI-generated. All
gameplay-facing art is sourced from licensed marketplace asset
packs or created manually.
Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running.
Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service.
Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds).
Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay.
Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay.
Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real.
AI-generated content is used exclusively for promotional/store
library imagery (e.g. store capsule and library artwork). No
in-game assets — textures, models, environments, weapons, or
character art used during gameplay — are AI-generated. All
gameplay-facing art is sourced from licensed marketplace asset
packs or created manually.
Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running.
Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service.
Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.