AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable

17256
17,256
disclosures tracked
+368 this week
77%
Visual AI
most common disclosure type
77% of all disclosures · 3.1x vs audio ai
30
30%
use AI for 2+ purposes
5209 of 17,256 products
tag: 4 Player Local
TitleDisclosureCreatorSrcReviewsAdded
Hatch'n'Wall
In-game content
audioart
Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work.
Fromont Gaming
-Jul 8, 2026
Rever4
Store/marketing
art
AI is used in some of the images on the store page and in the game title.
As-key
-Jul 8, 2026
Suika 3D
Dev only
art
Some visual assets and visual reference material used during development were created with the assistance of generative AI tools. All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process.
Leaky Tap Games
-Jul 6, 2026
M7ZM Deal
In-game content
art
Good, honest call — AI-generated art means you disclose it, and Steam shows this text publicly on your page. Here's a clean, accurate disclosure message: Some of the visual assets in this game (such as card artwork and illustrations) were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer. The game's design, code, and gameplay are human-authored.
Mohammed Aleshawi
-Jul 5, 2026
Steel Crawlers
Dev only
code
Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion.
Artcodeup
-Jul 2, 2026
Patch and Pray
In-game content
arttextcode
Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play.
Raclette Games
-Jun 29, 2026
Rocoumie and Bouquet
In-game content
audiotext
Generative AI was used to create the music and for text translation. Distant views in the image were partially edited using generative AI but manually edited for the final product.
team rocoumie
-Jun 28, 2026
Square Shootout
Store/marketing
art
Dear player, Original renders where done in Blender by me. Then I used (AI) to enhance the rendered images out of Blender. Only for Marketing. Game design and QA was done by team member. Code was done in Godot by a team member, 3d models were done in Block bench and Blender by a team member. Doing what I can with what I got. Since I got lay off from the game industry 2 1/2 years ago, no career, no income. I hope that a little of AI marketing does not push you away from the team's hard work. Archie
COUCHBROGAMES, LLC
-Jun 27, 2026
Musica
Store/marketing
art
AI was used to generate the background image for the game's store page capsules and marketing assets
VECTRA
-Jun 27, 2026
All But Weak
Dev only
code
Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets.
Hikyu
-Jun 27, 2026
Rogue Striker
In-game content
art
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
Zyg Studios
-Jun 16, 2026
SLAMTOWN - Brawl Together
In-game content
artaudiocode
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Pair of Pixels
-Jun 15, 2026
Aetherantis Realm of Fates
In-game content
arttextcode
Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools.
qiongwan
-Jun 12, 2026
Terra Concordia - Civilizações em Harmonia
In-game content
arttextcode
Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process. Content created with AI assistance during development: • The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer. • SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance. • Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests. • The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting. • Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer. • English and Spanish translations: pre-translated with AI, manually reviewed and polished. • Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components. No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match. All AI-assisted content was reviewed, tested, and approved by the human developer before release.
NCB Games
-Jun 11, 2026
Leukocyte
In-game content
artaudiocodetext
I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me.
Víctor Martínez
-Jun 10, 2026
Explosive Track
Store/marketing
art
AI was used only to enhance storyboard artwork and loading screen images.
UY Studios
-Jun 8, 2026
Vacation Cafe Simulator
In-game content
audioarttext
We used AI to generate initial music tracks, concept art, and temporary translations into some languages. All materials were then thoroughly edited, reworked, and finalized by humans. Nothing went straight from the generator into the game.
Alice Games
-Jun 8, 2026
Ball Guys: Merge Party
In-game content
audiocodetext
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Half Moon Studios Ltd
-Jun 5, 2026
Antistatic
In-game content
text
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
bluehexagons
-Jun 5, 2026
Roomrush Racer
In-game content
artaudio
Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product.
Benjamin Recker
-Jun 3, 2026
Super Arcade Soccer 2026
In-game content
art
Some UI elements of this game are created with AI generative.
Calvary Games
-Jun 3, 2026
G.H.O.S.T. Ghost Hunt Ops Special Team
In-game content
artaudio
Some 3D models (not all), some images (not all), voice acting.
Program Man
-Jun 3, 2026
Pun Chan Pop
Unclear
Background post-production: color correction and shading, and some additional background objects.
Konkate Games
-Jun 3, 2026
Busy Bar - World Tour
Unclear
art
Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us.
Flarewing Studios
-May 23, 2026
GeneWorld
Live AI
text
GeneWorld uses generative AI for dynamic NPC interactions and adaptive dialogue systems. NPC responses, quest interactions, trading behavior, and temporary buffs may be generated in real time based on player conversations. All AI-generated content is moderated and restricted from generating inappropriate or harmful content.
GeneWorld Studios
-May 23, 2026
Micro Party
In-game content
textartcode
Most of this game is AI-generated. In-game text (UI, game names, descriptions), graphics (player icons, vector elements), code and the majority of the micro-game implementations — all AI, then reviewed and curated by the developer. Localization to all non-English languages is AI-translated. No AI runs at runtime; everything is pre-generated and shipped statically.
Fabio Uwe Krapohl
-May 23, 2026
ARB: Alien Races Battle
In-game content
arttextcode
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Raphael Tremblay
-May 23, 2026
Sync or Sink
Store/marketing
art
Some of the art is generated, this includes splash art and some 3d models.
SyrupyGames
-May 23, 2026
MQ: Rise Above
Store/marketing
art
The trailer was made using artificial intelligence.
99ADM
-May 23, 2026
County Hospital Outbreak
text
It shows a video on the gameplay made with gemini. no IA was used for coding this game
LFR Games
-May 23, 2026
Just Eat Sushi!
In-game content
text
AI was used to assist in the translation of in-game text and store descriptions.
Aurora Colored Bird
14May 23, 2026
Arena Arcade Fest
In-game content
textartcode
AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code.
Oscar Ortigueira López
-May 23, 2026
MC Chopped's Melee Mayhem
In-game content
artaudio
During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale. Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality. Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes. All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision. This message was partially generated by AI as well. (but not this sentence)
Axysyn Interactive
-May 23, 2026
Agricola - The King's Farmer
In-game content
textart
The localization and some artworks are supported by AI.
kann zaubern
-May 23, 2026
EcoMoguls
In-game content
arttextaudio
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
The Analog Gaming Socity
-May 23, 2026
CADDIE
In-game content
audio
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
Dead Level
-May 23, 2026
Defenders of Ten Roads Crossing Tower
In-game content
text
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
Hetocode
-May 23, 2026
Voxel Shooter
In-game content
audio
Some of the music tracks in this game were initially generated using AI tools and then manually edited and refined by a human composer.
Stase Games
-May 23, 2026
O-COP
In-game content
text
The content on this Steam Store page was translated using Artificial Intelligence (AI).
Palm with an L
-May 23, 2026
LowPolygonTeam
Unclear
wall textures
Gorson Pitrón
-May 23, 2026
Zoo Party
In-game content
textartaudio
AI is used to generate localizations, some textures and sounds.
Markigames
-May 23, 2026
SupercarKickers
Store/marketing
art
The visual key art for this game was generated with the use of AI.
Adabana Game Studio
-May 23, 2026
Bitvania
In-game content
art
Generative AI is used for the artwork.
BITTRON STUDIOS
-May 23, 2026
All or Nothing
Store/marketing
art
Some store page assets were edited with AI
DeeGee Games
-May 23, 2026
Brewery Simulator
In-game content
art
Some in-game assets, including certain images, graphics, and 3D meshes, were created or assisted using AI tools.
MDCode Forge
-May 23, 2026
Board Forge
Dev only
code
AI was used in editing code. In the game play there is not auto generated AI content.
Egg Splat Studio
-May 23, 2026
Sopwith
In-game content
art
Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI
Lemoine Yann
15May 23, 2026
Conquerors: Domination
Store/marketing
art
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
Cody Harker
-May 23, 2026
Dominos
In-game content
text
AI was used to help localise the UI.
Blue Moon Studios
-May 23, 2026
WE ARE FOOTBALL 2027
In-game content
art
In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used.
Winning Streak Games GmbH
-May 23, 2026
170 results
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