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.
Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer.
Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services.
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.
Some AI was used to generate marketing images and in-game content, including music and art.
This game would not be possible for a 1-person studio without such tools.
This game uses generative AI in the following ways:
Music — tracks were built from AI-generated material, then edited and arranged by hand.
Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art.
English localization — the English text was machine-translated and then reviewed and corrected by the developer.
Code — parts of the game's code were written with AI assistance.
Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons.
Some store visuals (capsule art) were created using AI image generation tools.
Game text translations for languages other than English/Turkish were done with the assistance of AI translation and manual review.
Cutscenes and the visual slides featuring dialogue were created with the assistance of AI.
Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play.
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
Some visual assets, icons, and artwork in this game were created or refined with the assistance of generative AI. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. No AI-generated content is created during gameplay, and the game does not rely on AI services while being played.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer.
Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services.
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.
Some AI was used to generate marketing images and in-game content, including music and art.
This game would not be possible for a 1-person studio without such tools.
This game uses generative AI in the following ways:
Music — tracks were built from AI-generated material, then edited and arranged by hand.
Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art.
English localization — the English text was machine-translated and then reviewed and corrected by the developer.
Code — parts of the game's code were written with AI assistance.
Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons.
Some store visuals (capsule art) were created using AI image generation tools.
Game text translations for languages other than English/Turkish were done with the assistance of AI translation and manual review.
Cutscenes and the visual slides featuring dialogue were created with the assistance of AI.
Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play.
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
Some visual assets, icons, and artwork in this game were created or refined with the assistance of generative AI. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. No AI-generated content is created during gameplay, and the game does not rely on AI services while being played.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.