Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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 tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future.
Furthermore, one sound effect was created using AI.
All other elements have been meticulously crafted by myself.
The track announcer and color commentator voices, including the horse-name calls, use AI text-to-speech voices (ElevenLabs), pre-generated during development and built into the game - no AI voice generation happens while you play. All game design, race simulation, wagering math, career systems, UI, code, and the horse and track roster were built by the developer.
Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Asharven's code, in-game text, logo and store text were created with the help of AI tools and reviewed by the developer. 3D models, animations, textures, icons, effects and music are licensed assets made by people. The game does not generate content with AI while it is running.
Generative AI was used to assist with writing and translating in-game text and Steam store page descriptions. It was not used to generate artwork, music, sound effects, voice acting, or promotional visuals.
Generative AI tools were used to create the 3D models, images, voices, sound effects, music, dialogue and translations, and to help write the code. Every element was chosen, edited and put together by the developer. Nothing is generated by AI while you play.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
Development assistance and pre-generated content: the 3D models, props and characters were built with Blender Python scripts that were written with AI coding assistants (Claude and Codex), and the game code was also written with AI assistance. All sound effects and music are synthesized in code or come from CC0 sample packs; there is no AI-generated voice, no AI-generated images or textures, and nothing is generated live while playing. The store page copy was drafted with AI assistance and reviewed by the developer.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
This product includes some visual assets and background music generated using AI during development. Some visual assets provide illustrative fills for missing celestial surface data or artistic representations and do not represent actual observations. No generative AI content is generated during gameplay.
AI tools were used during development to assist with the creation of product box artwork and textures, as well as sound effects. All AI-assisted assets were reviewed and integrated by the developer. The game does not generate AI content during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
Generative AI is used in the creation of some visual assets, including in-game cinematics, background images, and character illustrations. It is also used to assist with writing and translating some in-game text. This content is created during development and included in the game. The game does not generate new content using generative AI during gameplay.
During development, we used generative AI tools to create some of the content included in the game, such as images, text, and audio.
During gameplay, generative AI may create audio content in response to race events. We have implemented safeguards to prevent or reduce the generation of illegal or inappropriate content.
The store page capsule and library images (key art and logo) were created with the help of an AI image generator as temporary placeholders. They will be replaced with hand-made artwork in the future. The game itself does not use generative AI.
Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
Some text in this game — the store page, in-game UI labels and menus, and the English translation — was drafted with the help of an AI assistant and then reviewed and edited by the developer. AI coding assistants were also used during development. All in-game art, 3D models, textures and sounds are hand-made, generated procedurally by the game's own code, or licensed third-party assets; none of them are AI-generated. No AI is used to generate content during gameplay.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play.
This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references.
The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay.
AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
MARCO is made by a solo developer. Its characters, core concepts, and art direction are my original work.
I used AI tools, guided by my own artwork and creative direction, to help create additional 3D models, props, textures, concept art, and some store-page and marketing images. I reviewed, selected, and refined these assets to fit MARCO’s style before including them.
No content is generated by AI during gameplay.
As a solo developer with limited time and resources, these tools helped me turn a game I’d imagined for years into something people can actually play.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay.
Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future.
Furthermore, one sound effect was created using AI.
All other elements have been meticulously crafted by myself.
The track announcer and color commentator voices, including the horse-name calls, use AI text-to-speech voices (ElevenLabs), pre-generated during development and built into the game - no AI voice generation happens while you play. All game design, race simulation, wagering math, career systems, UI, code, and the horse and track roster were built by the developer.
Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Asharven's code, in-game text, logo and store text were created with the help of AI tools and reviewed by the developer. 3D models, animations, textures, icons, effects and music are licensed assets made by people. The game does not generate content with AI while it is running.
Generative AI was used to assist with writing and translating in-game text and Steam store page descriptions. It was not used to generate artwork, music, sound effects, voice acting, or promotional visuals.
Generative AI tools were used to create the 3D models, images, voices, sound effects, music, dialogue and translations, and to help write the code. Every element was chosen, edited and put together by the developer. Nothing is generated by AI while you play.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
Development assistance and pre-generated content: the 3D models, props and characters were built with Blender Python scripts that were written with AI coding assistants (Claude and Codex), and the game code was also written with AI assistance. All sound effects and music are synthesized in code or come from CC0 sample packs; there is no AI-generated voice, no AI-generated images or textures, and nothing is generated live while playing. The store page copy was drafted with AI assistance and reviewed by the developer.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
This product includes some visual assets and background music generated using AI during development. Some visual assets provide illustrative fills for missing celestial surface data or artistic representations and do not represent actual observations. No generative AI content is generated during gameplay.
AI tools were used during development to assist with the creation of product box artwork and textures, as well as sound effects. All AI-assisted assets were reviewed and integrated by the developer. The game does not generate AI content during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
Generative AI is used in the creation of some visual assets, including in-game cinematics, background images, and character illustrations. It is also used to assist with writing and translating some in-game text. This content is created during development and included in the game. The game does not generate new content using generative AI during gameplay.
During development, we used generative AI tools to create some of the content included in the game, such as images, text, and audio.
During gameplay, generative AI may create audio content in response to race events. We have implemented safeguards to prevent or reduce the generation of illegal or inappropriate content.
The store page capsule and library images (key art and logo) were created with the help of an AI image generator as temporary placeholders. They will be replaced with hand-made artwork in the future. The game itself does not use generative AI.
Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
Some text in this game — the store page, in-game UI labels and menus, and the English translation — was drafted with the help of an AI assistant and then reviewed and edited by the developer. AI coding assistants were also used during development. All in-game art, 3D models, textures and sounds are hand-made, generated procedurally by the game's own code, or licensed third-party assets; none of them are AI-generated. No AI is used to generate content during gameplay.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play.
This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references.
The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay.
AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
MARCO is made by a solo developer. Its characters, core concepts, and art direction are my original work.
I used AI tools, guided by my own artwork and creative direction, to help create additional 3D models, props, textures, concept art, and some store-page and marketing images. I reviewed, selected, and refined these assets to fit MARCO’s style before including them.
No content is generated by AI during gameplay.
As a solo developer with limited time and resources, these tools helped me turn a game I’d imagined for years into something people can actually play.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay.