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.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
This game uses a locally running AI model to analyze music added by the player and generate playable rhythm-game note charts. The AI generates only note timing, lanes, types, and durations; it does not generate music, images, voices, text, or code. Music added by the player is not sent to any external AI service or developer-operated server.
Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material.
We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style.
Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
Some of the artwork in this game was created using generative AI. The illustrated
backgrounds, character portraits and achievement icons were generated with Google
Gemini and then edited, cropped and colour-matched by hand for use in the game.
Everything else is hand-made: the code, the market simulation, all writing and
dialogue, the interface, and the sound.
Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services.
・Translated text in the following languages:
English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian
・Generation of title screen background images
・Generation of images for some module icons
This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools.
We have used AI for generating the Achievement Icons and ingredients icons which were then edited to keep a consistent art style. AI mockups were used for inspiration along side many UI from different games. All UI graphics, logos and 3D models in game are either manually created, purchased or dowloaded from asset store.
Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
This game uses a locally running AI model to analyze music added by the player and generate playable rhythm-game note charts. The AI generates only note timing, lanes, types, and durations; it does not generate music, images, voices, text, or code. Music added by the player is not sent to any external AI service or developer-operated server.
Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material.
We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style.
Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
Some of the artwork in this game was created using generative AI. The illustrated
backgrounds, character portraits and achievement icons were generated with Google
Gemini and then edited, cropped and colour-matched by hand for use in the game.
Everything else is hand-made: the code, the market simulation, all writing and
dialogue, the interface, and the sound.
Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services.
・Translated text in the following languages:
English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian
・Generation of title screen background images
・Generation of images for some module icons
This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools.
We have used AI for generating the Achievement Icons and ingredients icons which were then edited to keep a consistent art style. AI mockups were used for inspiration along side many UI from different games. All UI graphics, logos and 3D models in game are either manually created, purchased or dowloaded from asset store.
Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.