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.
Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written.
The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI.
Guardrails in place:
A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant.
Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources.
Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content.
An in-product report button on every response, plus mute and memory-reset controls.
Players can also report any in-game AI response they consider inappropriate through the Steam overlay.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime.
Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers.
The AI generated artwork you see in the screenshots of the videos list / screen are specific to communicating what a users library would look like when using this VR application to watch their own videos. These are not included with the application. This is a video player VR application where those images will be unique for each user based on their own video library.
The Time Within Us relies on historical accuracy and authentic references as its foundation.
Every house, object, and tradition presented in the project is reconstructed using real-world sources such as preserved buildings,
museum archives, photographs, and specialized books.
AI is used only as a supportive tool to enhance development efficiency and creativity:
-Visual exploration: generating alternative design ideas and concepts, mood boards.
-Polishing elements: toning up textures, graphic elements, or background details for presentation.
-Structuring content: organizing large amounts of historical and cultural information into clear narratives and categories.
Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written.
The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI.
Guardrails in place:
A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant.
Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources.
Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content.
An in-product report button on every response, plus mute and memory-reset controls.
Players can also report any in-game AI response they consider inappropriate through the Steam overlay.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime.
Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers.
The AI generated artwork you see in the screenshots of the videos list / screen are specific to communicating what a users library would look like when using this VR application to watch their own videos. These are not included with the application. This is a video player VR application where those images will be unique for each user based on their own video library.
The Time Within Us relies on historical accuracy and authentic references as its foundation.
Every house, object, and tradition presented in the project is reconstructed using real-world sources such as preserved buildings,
museum archives, photographs, and specialized books.
AI is used only as a supportive tool to enhance development efficiency and creativity:
-Visual exploration: generating alternative design ideas and concepts, mood boards.
-Polishing elements: toning up textures, graphic elements, or background details for presentation.
-Structuring content: organizing large amounts of historical and cultural information into clear narratives and categories.