Public Steam disclosure research26,628 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 tools were used during production of mascot artwork and animation, and non-English interface and store-page localization. These are pre-generated assets. The application does not use generative AI or connect to an AI service during use. Music is generated locally using deterministic composition rules.
A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials.
Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
EVER BELOW was created with the assistance of generative AI across parts of its content creation and development process, including visual assets and marketing materials. All AI-assisted content was manually reviewed, selected, edited where necessary, and all final creative and development decisions were made by the developer.
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.
We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Some visual assets used in the game and its store page were created with generative AI tools and subsequently edited and integrated into the final presentation.
This game utilizes generative AI technologies in the following areas: [Pre-generated Content] Part of BGM: AI-generated audio is temporarily used as placeholder assets during development (to be progressively replaced in future updates). [Real-time Generation during Gameplay] In-Game Text: Dynamic generation of dialogues and narrative text tailored to in-game situations. Character Voice: Real-time speech synthesis for character voices based on generated text. *All real-time generation processes run entirely locally and securely on the player's machine, with no data transmitted to external servers. Furthermore, there is no feature allowing players to freely input custom text or prompts.
Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a bundled local AI model.
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
Playtest fighter, promotion, and title imagery created utilizing generative AI. Later builds of the game will replace these assets with artist-created versions.
Generative AI utilizes for troubleshooting when developing.
Some visual assets, including 3D objects and example artwork, sound effects, and music were created with generative AI during development. Promotional videos also use AI-generated narration. These assets are prepared in advance. The current game does not use generative AI to create content during gameplay.
AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools.
As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art.
This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
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.
Generative AI tools were used during the development of LOCKDOWN to assist in the creation of some artwork and music featured in the game. All AI-assisted content was reviewed, selected, edited, and integrated by the development team. Generative AI is not used to generate content in real time during gameplay.
Trading-card illustrations and promotional artwork were created with generative AI. The in-game sound effects and room ambience were generated with AI (ElevenLabs), as were the trailer's music and sound effects. The in-game music is original and not AI-generated. All AI content is pre-generated: nothing is generated during gameplay, and the game does not connect to an AI service.
We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer.
No AI was not used in any 3d or 2d assets or sounds in the game.
Generative AI was used to assist with the development of this game and with the creation of some of its visual assets.
The game includes an optional custom character feature. Players may enter text descriptions and provide reference images to generate character visuals. Players may also use text descriptions together with character reference images to create custom cinematic videos for their characters’ special moves.
These materials are generated by generative AI through an online service during gameplay. Once generation is complete, the resulting content is provided to the player for use as part of their custom character data.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
Generative AI was used to create cover textures for the game's fictional movies, games and VHS tapes, as well as some movie posters and video content. As a solo indie developer, I used these tools to make a cover library of this scale feasible.
This application's store page artwork (capsule images, banners) and the app icon were created using generative AI image tools, with the developer reviewing and curating the final assets. The application itself does not contain or generate any AI-generated visual content during runtime.
・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
Pre-generated content only. The game contains no runtime AI and makes no
network calls.
AI tools were used during development for:
- 3D character model: generated with Meshy, then adjusted and integrated
by the developer.
- In-game illustrations: 17 tutorial cutscene images.
- In-game text: quest titles and descriptions, character dialogue, tutorial
explanations and UI status text. Drafted with an AI assistant, then
reviewed and edited by the developer.
- 16x16 pixel icons: generated procedurally from code.
- Store page description and its English translation.
Not AI generated: the room and environment art is a purchased Unity Asset
Store package.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Generative AI tools were used during production of mascot artwork and animation, and non-English interface and store-page localization. These are pre-generated assets. The application does not use generative AI or connect to an AI service during use. Music is generated locally using deterministic composition rules.
A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials.
Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
EVER BELOW was created with the assistance of generative AI across parts of its content creation and development process, including visual assets and marketing materials. All AI-assisted content was manually reviewed, selected, edited where necessary, and all final creative and development decisions were made by the developer.
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.
We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Some visual assets used in the game and its store page were created with generative AI tools and subsequently edited and integrated into the final presentation.
This game utilizes generative AI technologies in the following areas: [Pre-generated Content] Part of BGM: AI-generated audio is temporarily used as placeholder assets during development (to be progressively replaced in future updates). [Real-time Generation during Gameplay] In-Game Text: Dynamic generation of dialogues and narrative text tailored to in-game situations. Character Voice: Real-time speech synthesis for character voices based on generated text. *All real-time generation processes run entirely locally and securely on the player's machine, with no data transmitted to external servers. Furthermore, there is no feature allowing players to freely input custom text or prompts.
Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a bundled local AI model.
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
Playtest fighter, promotion, and title imagery created utilizing generative AI. Later builds of the game will replace these assets with artist-created versions.
Generative AI utilizes for troubleshooting when developing.
Some visual assets, including 3D objects and example artwork, sound effects, and music were created with generative AI during development. Promotional videos also use AI-generated narration. These assets are prepared in advance. The current game does not use generative AI to create content during gameplay.
AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools.
As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art.
This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
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.
Generative AI tools were used during the development of LOCKDOWN to assist in the creation of some artwork and music featured in the game. All AI-assisted content was reviewed, selected, edited, and integrated by the development team. Generative AI is not used to generate content in real time during gameplay.
Trading-card illustrations and promotional artwork were created with generative AI. The in-game sound effects and room ambience were generated with AI (ElevenLabs), as were the trailer's music and sound effects. The in-game music is original and not AI-generated. All AI content is pre-generated: nothing is generated during gameplay, and the game does not connect to an AI service.
We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer.
No AI was not used in any 3d or 2d assets or sounds in the game.
Generative AI was used to assist with the development of this game and with the creation of some of its visual assets.
The game includes an optional custom character feature. Players may enter text descriptions and provide reference images to generate character visuals. Players may also use text descriptions together with character reference images to create custom cinematic videos for their characters’ special moves.
These materials are generated by generative AI through an online service during gameplay. Once generation is complete, the resulting content is provided to the player for use as part of their custom character data.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
Generative AI was used to create cover textures for the game's fictional movies, games and VHS tapes, as well as some movie posters and video content. As a solo indie developer, I used these tools to make a cover library of this scale feasible.
This application's store page artwork (capsule images, banners) and the app icon were created using generative AI image tools, with the developer reviewing and curating the final assets. The application itself does not contain or generate any AI-generated visual content during runtime.
・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
Pre-generated content only. The game contains no runtime AI and makes no
network calls.
AI tools were used during development for:
- 3D character model: generated with Meshy, then adjusted and integrated
by the developer.
- In-game illustrations: 17 tutorial cutscene images.
- In-game text: quest titles and descriptions, character dialogue, tutorial
explanations and UI status text. Drafted with an AI assistant, then
reviewed and edited by the developer.
- 16x16 pixel icons: generated procedurally from code.
- Store page description and its English translation.
Not AI generated: the room and environment art is a purchased Unity Asset
Store package.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.