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.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
Generative AI tools were used to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
Some of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material.
Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation.
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI.
This game utilizes adaptive AI technology during gameplay to power the police interrogator's responses. Player input is evaluated live to generate dynamic, context-aware dialogue and push the interrogation forward.
Some store page and marketing artwork in this game was created with the help of generative AI tools. Game text localization into languages other than English and Korean was produced with AI-assisted translation and reviewed before shipping. All AI-generated content is pre-generated during development; the game does not generate any content live at runtime.
Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI tools were used during development to assist with portions of the programming, user interface and text presentation implementation, as well as initial drafts of some localizations. The game’s setting, narrative text, visual design, and all final content were created and determined by the developer. No generative image models were used, and the game does not connect to or invoke any generative AI services at runtime. It contains no live-generated content.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
Generative AI tools were used to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
Some of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material.
Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation.
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI.
This game utilizes adaptive AI technology during gameplay to power the police interrogator's responses. Player input is evaluated live to generate dynamic, context-aware dialogue and push the interrogation forward.
Some store page and marketing artwork in this game was created with the help of generative AI tools. Game text localization into languages other than English and Korean was produced with AI-assisted translation and reviewed before shipping. All AI-generated content is pre-generated during development; the game does not generate any content live at runtime.
Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI tools were used during development to assist with portions of the programming, user interface and text presentation implementation, as well as initial drafts of some localizations. The game’s setting, narrative text, visual design, and all final content were created and determined by the developer. No generative image models were used, and the game does not connect to or invoke any generative AI services at runtime. It contains no live-generated content.