Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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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.
This game uses generative AI to assist in the creation of certain illustrations, visual assets, and some monster graphics. These assets are carefully selected, edited, and integrated into the game by the developer. The game design, scenario, systems, programming, gameplay, maps, and event content are all created by the developer.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play.
Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer.
All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes.
No content is generated by AI while you play.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made.
Generative AI was used to assist with initial drafts of some localized text. All final translations were manually reviewed and edited.
No AI-generated artwork, animation, audio, code, or live-generated content is included in the game. All visual assets shown in the game and on the store page were created by human artists.
AI tools (coding assistants) were used to help write portions of the game's source code during development. All art, music, and game content shipped in the product are hand-authored or procedurally generated by our own code; no generative AI is used to produce any assets, and no AI generates content at runtime.
Basically, I write software for a living but I was not a video game dev, so I used some coding assistants to help me out with areas I was less familiar.
Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
During the development of this game, some 3D scene models were created with the assistance of the Rodin AI Hyper tool. All AI-generated base models have undergone manual adjustment, optimization, and review by our development team to ensure they conform to the game’s artistic style and quality standards
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations,
backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed
third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created
using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the
developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game.
Some character art, icons, and store capsule/key-art images in this game were
created with the help of generative AI tools (Google Gemini). All AI-generated
assets were reviewed, curated, and edited by the developer, and do not
misuse third-party copyrighted works. No AI content is generated live for
players at runtime — all assets are pre-generated and fixed.
Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time.
Some visual assets were created with the assistance of generative AI tools as part of the development process.
No content is generated by AI during gameplay.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text).
Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience.
This game uses generative AI to assist in the creation of certain illustrations, visual assets, and some monster graphics. These assets are carefully selected, edited, and integrated into the game by the developer. The game design, scenario, systems, programming, gameplay, maps, and event content are all created by the developer.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play.
Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer.
All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes.
No content is generated by AI while you play.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made.
Generative AI was used to assist with initial drafts of some localized text. All final translations were manually reviewed and edited.
No AI-generated artwork, animation, audio, code, or live-generated content is included in the game. All visual assets shown in the game and on the store page were created by human artists.
AI tools (coding assistants) were used to help write portions of the game's source code during development. All art, music, and game content shipped in the product are hand-authored or procedurally generated by our own code; no generative AI is used to produce any assets, and no AI generates content at runtime.
Basically, I write software for a living but I was not a video game dev, so I used some coding assistants to help me out with areas I was less familiar.
Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
During the development of this game, some 3D scene models were created with the assistance of the Rodin AI Hyper tool. All AI-generated base models have undergone manual adjustment, optimization, and review by our development team to ensure they conform to the game’s artistic style and quality standards
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations,
backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed
third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created
using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the
developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game.
Some character art, icons, and store capsule/key-art images in this game were
created with the help of generative AI tools (Google Gemini). All AI-generated
assets were reviewed, curated, and edited by the developer, and do not
misuse third-party copyrighted works. No AI content is generated live for
players at runtime — all assets are pre-generated and fixed.
Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time.
Some visual assets were created with the assistance of generative AI tools as part of the development process.
No content is generated by AI during gameplay.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text).
Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience.