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.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
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.
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running.
Generative AI was used during development to create some visual artwork and background music. The generated content was reviewed by the development team before being included in the game. The game does not generate AI content during gameplay.
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.
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 tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
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.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
During the development of the game, AI tools have been used selectively and in a controlled manner to support certain creative and technical processes. Their use has always been guided, reviewed, and supervised by humans, with all final decisions remaining under the direction of the design and technical teams. AI has been used as a supporting tool, never as a replacement for human creativity, judgment, or development work
Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay.
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.
Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets.
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process.
All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI.
Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches.
We may use AI to speed up creation of marketing materials and how even we should do that "marketing". And we may use AI for finding new ways to write better code, AI may analyze our code and so on. That's pretty ok that days, especially for free project that runs by enthusiasts.
So please review our final work, that's what matters.
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
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.
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running.
Generative AI was used during development to create some visual artwork and background music. The generated content was reviewed by the development team before being included in the game. The game does not generate AI content during gameplay.
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.
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 tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
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.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
During the development of the game, AI tools have been used selectively and in a controlled manner to support certain creative and technical processes. Their use has always been guided, reviewed, and supervised by humans, with all final decisions remaining under the direction of the design and technical teams. AI has been used as a supporting tool, never as a replacement for human creativity, judgment, or development work
Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay.
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.
Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets.
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process.
All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI.
Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches.
We may use AI to speed up creation of marketing materials and how even we should do that "marketing". And we may use AI for finding new ways to write better code, AI may analyze our code and so on. That's pretty ok that days, especially for free project that runs by enthusiasts.
So please review our final work, that's what matters.
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.