Public Steam disclosure research25,376 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.
Some art, music, and code structures in this game were assisted by AI tools during development.
All outputs have been reviewed, refined, and integrated by human developers to ensure consistent style and high-quality gameplay experience.
The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core.
The soundtrack blends compositions generated with tools like Suno and hands-on sound design to reflect the meaning, feel, and emotions the game aims to transmit.
As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages.
AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used.
A couple of icons and some promotional artwork was created using AI tools and then edited and refined by hand.
Character models, towers, effects, and animations, and game design are all human-made.
No content is generated by AI at runtime.
Some tools making use of AI were used in some phases of the production of some of the visual assets, e.g. generative resize when upscaling some images.
The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion.
I intend to replace them with hand-drawn trees in the final game.
There's also the "modern art" enemy that has ai-generated images displayed inside a frame.
Besides that everything is hand made.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
Some art, music, and code structures in this game were assisted by AI tools during development.
All outputs have been reviewed, refined, and integrated by human developers to ensure consistent style and high-quality gameplay experience.
The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core.
The soundtrack blends compositions generated with tools like Suno and hands-on sound design to reflect the meaning, feel, and emotions the game aims to transmit.
As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages.
AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used.
A couple of icons and some promotional artwork was created using AI tools and then edited and refined by hand.
Character models, towers, effects, and animations, and game design are all human-made.
No content is generated by AI at runtime.
Some tools making use of AI were used in some phases of the production of some of the visual assets, e.g. generative resize when upscaling some images.
The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion.
I intend to replace them with hand-drawn trees in the final game.
There's also the "modern art" enemy that has ai-generated images displayed inside a frame.
Besides that everything is hand made.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.