Public Steam disclosure research25,710 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
AI-assisted tools were used solely during development to support programming tasks such as coding, debugging, and refactoring. All resulting code was reviewed, tested, and integrated by the developer. The game does not generate content using AI during gameplay.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
Generative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
AI tools were used during development, with all output directed and reviewed by the developer: store artwork and icons, store descriptions, in-game text including the English localization, and portions of the game code. Screenshots show real, unedited gameplay. The game does not generate any content with AI at runtime.
Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
Some game assets were created with AI assistance under paid commercial licenses: background art and the title logo (image generation), BGM (Suno), and sound effects (ElevenLabs). All AI-generated assets are recorded in an internal license ledger, were generated on paid plans permitting commercial use, and were reviewed by the developer before inclusion.
The core mechanic uses AI at runtime: the player draws a creature and enters a name for it, and both the drawing and the player-supplied name are sent to a vision AI model, which evaluates them and produces the creature's element, size, stats, move names and descriptions, catchphrase, and flavor text. The creature always carries the name the player typed: the model returns a suggested name, but the server discards it whenever the player supplied one, and falls back to the model's name only when the player leaves the field blank. Guardrails: (1) every submission passes a server-side moderation gate before any sharing — CSAM is absolutely blocked with evidence preservation and reporting, and clearly NSFW content is auto-rejected; (2) all player-visible text generated by AI is length-clamped and moderated (names, catchphrases, flavor text, move names); (3) shared content (ghost teams) is moderated again server-side, is opt-in, expires automatically (TTL), and there is no public gallery; (4) a player report channel (notice-and-takedown) is provided in-game and on the official site; (5) battle results are computed deterministically by game rules, not by AI.
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live.
Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI as part of its development process.
AI-assisted tools were used to help create and refine some visual assets, UI elements, icons, text drafts, and localization drafts. These materials were reviewed, edited, and integrated by the developer before being included in the game.
The game does not generate new AI content in real time during gameplay. All content shown to players is pre-made, reviewed, and included as part of the game build.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
Chat: replies in the in-game messenger MoChat are generated by a small language model running locally on your PC — characters follow hand-written, all-ages personas and safety rules, and in local mode no chat data ever leaves your machine. Some assets began as AI-generated drafts (3D base models, some icons)
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Generative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay.
This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer.
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.
Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
This game uses generative AI tools in parts of its production.
- Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer.
- Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer.
- English text: machine-translated from the Japanese original and reviewed by the developer.
Game design, systems, and gameplay tuning are all done by the developer.
No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands.
The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates.
The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions.
Generative AI was used during development to assist in creating some of the pre-generated visual assets. All such assets were manually selected, modified, and integrated by the developers. The game does not generate content in real-time during gameplay, nor does it connect to external AI services.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
CardCrafter uses generative AI to create some of the content shipped with the game:
• Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human.
• Audio: some sound effects and background music are created with generative AI tools.
• Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread.
All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
AI-assisted tools were used solely during development to support programming tasks such as coding, debugging, and refactoring. All resulting code was reviewed, tested, and integrated by the developer. The game does not generate content using AI during gameplay.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
Generative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
AI tools were used during development, with all output directed and reviewed by the developer: store artwork and icons, store descriptions, in-game text including the English localization, and portions of the game code. Screenshots show real, unedited gameplay. The game does not generate any content with AI at runtime.
Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
Some game assets were created with AI assistance under paid commercial licenses: background art and the title logo (image generation), BGM (Suno), and sound effects (ElevenLabs). All AI-generated assets are recorded in an internal license ledger, were generated on paid plans permitting commercial use, and were reviewed by the developer before inclusion.
The core mechanic uses AI at runtime: the player draws a creature and enters a name for it, and both the drawing and the player-supplied name are sent to a vision AI model, which evaluates them and produces the creature's element, size, stats, move names and descriptions, catchphrase, and flavor text. The creature always carries the name the player typed: the model returns a suggested name, but the server discards it whenever the player supplied one, and falls back to the model's name only when the player leaves the field blank. Guardrails: (1) every submission passes a server-side moderation gate before any sharing — CSAM is absolutely blocked with evidence preservation and reporting, and clearly NSFW content is auto-rejected; (2) all player-visible text generated by AI is length-clamped and moderated (names, catchphrases, flavor text, move names); (3) shared content (ghost teams) is moderated again server-side, is opt-in, expires automatically (TTL), and there is no public gallery; (4) a player report channel (notice-and-takedown) is provided in-game and on the official site; (5) battle results are computed deterministically by game rules, not by AI.
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live.
Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI as part of its development process.
AI-assisted tools were used to help create and refine some visual assets, UI elements, icons, text drafts, and localization drafts. These materials were reviewed, edited, and integrated by the developer before being included in the game.
The game does not generate new AI content in real time during gameplay. All content shown to players is pre-made, reviewed, and included as part of the game build.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
Chat: replies in the in-game messenger MoChat are generated by a small language model running locally on your PC — characters follow hand-written, all-ages personas and safety rules, and in local mode no chat data ever leaves your machine. Some assets began as AI-generated drafts (3D base models, some icons)
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Generative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay.
This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer.
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.
Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
This game uses generative AI tools in parts of its production.
- Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer.
- Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer.
- English text: machine-translated from the Japanese original and reviewed by the developer.
Game design, systems, and gameplay tuning are all done by the developer.
No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands.
The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates.
The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions.
Generative AI was used during development to assist in creating some of the pre-generated visual assets. All such assets were manually selected, modified, and integrated by the developers. The game does not generate content in real-time during gameplay, nor does it connect to external AI services.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
CardCrafter uses generative AI to create some of the content shipped with the game:
• Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human.
• Audio: some sound effects and background music are created with generative AI tools.
• Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread.
All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.