Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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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.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
Generative artificial intelligence was employed during pre-production and development to create concept art, historical background illustrations, and compose the soundtrack. Additionally, AI was used to generate initial base meshes for select 3D models, which were then fully refined, textured, and optimized manually by the development team.
Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer.
Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer.
No generative AI is used during gameplay, and no content is generated dynamically for players.
Generative AI was used as an assistive tool in the development of this game. It was used to help create some in-game icon images and to assist with programming code.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Everything is AI generated... I built my own Agentic AI harness, and then used it to build this game (as well as generating images, soundtrack, and 1000s of lines of text content etc)... I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
Store page artwork (capsule images and header) was created with
the assistance of AI image generation tools (Stable Diffusion /
Flux). All in-game content, text, and gameplay logic is
human-authored. No AI is used to generate content during gameplay.
This game lets you converse with a character based on the historical Japanese warlord Oda Nobunaga. The character's reply text is generated on the fly by a language AI that runs locally on your own PC in response to your input.
・Everything runs entirely on your PC. No data is sent to any external server, and the game works without an internet connection.
・A system prompt (character definition) keeps the AI in role: speaking in Nobunaga's style and offering encouragement. It answers based on the historical record and will honestly say it doesn't know when it doesn't.
・The only thing generated at runtime is conversation text. The portrait uses a public-domain painting, and the talking and blinking animations based on that portrait are fixed clips created with a video-generation AI during development and played on a loop. Speech is produced by a voice-synthesis engine (VOICEVOX).
・This is a conversational app made for encouragement and light counsel. The AI's responses vary every time and are not guaranteed to be accurate. Please enjoy it as entertainment.
This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team.
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
Generative AI was used as an assistive tool during certain stages of visual asset creation. The overall design, direction, editing, and final composition of the work were created and managed by the developer.
Generative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone.
Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude).
Kıvam's core — its ebru (paper marbling) simulation, gameplay, design, and direction — is authored by the developer. Generative AI tools were used as assistants in producing some supporting content: store page and marketing imagery, certain visual assets, and drafting/editing of written text, which was then reviewed and finalized by the developer. No AI-generated voice or music is used. The marbling you create in-game is produced by the game's own simulation, not by generative AI.
During the development process, AI tools were used to assist in the design of some visual assets (such as UI elements and environmental textures) and in optimizing the coding structure. All AI-assisted content was reviewed and refined before being integrated into the final build
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay.
We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
Some store page marketing images and artwork
were created with the assistance of AI image
generation tools. All in-game artwork,
characters, backgrounds, and gameplay content
were created by the development team. No AI
is used to generate content during gameplay.
This game uses generative AI tools during development to assist with concept exploration, reference image creation, asset iteration, text drafting, localization, and promotional material preparation.
All final in-game content is reviewed, edited, and selected by the developer before being included in the game. AI-generated outputs are not used directly without human review.
Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity.
Generative AI was used to assist in the creation of selected 2D images, sprite assets, and marketing artwork, including some Steam capsule and store assets. It was also used for proofreading and editing written text. All AI-assisted content was reviewed, selected, and refined by the developer before being included in the game or official marketing materials.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
Generative artificial intelligence was employed during pre-production and development to create concept art, historical background illustrations, and compose the soundtrack. Additionally, AI was used to generate initial base meshes for select 3D models, which were then fully refined, textured, and optimized manually by the development team.
Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer.
Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer.
No generative AI is used during gameplay, and no content is generated dynamically for players.
Generative AI was used as an assistive tool in the development of this game. It was used to help create some in-game icon images and to assist with programming code.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Everything is AI generated... I built my own Agentic AI harness, and then used it to build this game (as well as generating images, soundtrack, and 1000s of lines of text content etc)... I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
Store page artwork (capsule images and header) was created with
the assistance of AI image generation tools (Stable Diffusion /
Flux). All in-game content, text, and gameplay logic is
human-authored. No AI is used to generate content during gameplay.
This game lets you converse with a character based on the historical Japanese warlord Oda Nobunaga. The character's reply text is generated on the fly by a language AI that runs locally on your own PC in response to your input.
・Everything runs entirely on your PC. No data is sent to any external server, and the game works without an internet connection.
・A system prompt (character definition) keeps the AI in role: speaking in Nobunaga's style and offering encouragement. It answers based on the historical record and will honestly say it doesn't know when it doesn't.
・The only thing generated at runtime is conversation text. The portrait uses a public-domain painting, and the talking and blinking animations based on that portrait are fixed clips created with a video-generation AI during development and played on a loop. Speech is produced by a voice-synthesis engine (VOICEVOX).
・This is a conversational app made for encouragement and light counsel. The AI's responses vary every time and are not guaranteed to be accurate. Please enjoy it as entertainment.
This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team.
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
Generative AI was used as an assistive tool during certain stages of visual asset creation. The overall design, direction, editing, and final composition of the work were created and managed by the developer.
Generative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone.
Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude).
Kıvam's core — its ebru (paper marbling) simulation, gameplay, design, and direction — is authored by the developer. Generative AI tools were used as assistants in producing some supporting content: store page and marketing imagery, certain visual assets, and drafting/editing of written text, which was then reviewed and finalized by the developer. No AI-generated voice or music is used. The marbling you create in-game is produced by the game's own simulation, not by generative AI.
During the development process, AI tools were used to assist in the design of some visual assets (such as UI elements and environmental textures) and in optimizing the coding structure. All AI-assisted content was reviewed and refined before being integrated into the final build
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay.
We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
Some store page marketing images and artwork
were created with the assistance of AI image
generation tools. All in-game artwork,
characters, backgrounds, and gameplay content
were created by the development team. No AI
is used to generate content during gameplay.
This game uses generative AI tools during development to assist with concept exploration, reference image creation, asset iteration, text drafting, localization, and promotional material preparation.
All final in-game content is reviewed, edited, and selected by the developer before being included in the game. AI-generated outputs are not used directly without human review.
Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity.
Generative AI was used to assist in the creation of selected 2D images, sprite assets, and marketing artwork, including some Steam capsule and store assets. It was also used for proofreading and editing written text. All AI-assisted content was reviewed, selected, and refined by the developer before being included in the game or official marketing materials.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.