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

17258
17,258
disclosures tracked
+370 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 17,258 products
tag: Asynchronous Multiplayer
TitleDisclosureCreatorSrcReviewsAdded
Cloudlypse
In-game content
art
Some of this game's character and enemy art was created with the assistance of generative AI tools during development, then hand-reviewed and edited before shipping. No AI content is generated at runtime.
Joao Paulo Amorim Rosa
-Jul 11, 2026
格子局
Unclear
art
Some images have been enhanced with the help of AI.
游离字符
-Jul 11, 2026
Again. Faster!
In-game content
audioart
The in-game music was created through a collaboration between human composition and AI-assisted tools. Some promotional images displayed on the Steam Store page were also created using AI-assisted tools.
Rinalees
-Jul 8, 2026
Astaryn: RPG Idler
Store/marketing
art
Some images have been generated with AI after the initial launch.
Karl Eriksson
18Jul 7, 2026
Soulreign
In-game content
art
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.
Berraco
-Jul 1, 2026
Jigsaw Diorama: The Alchemist and the Eclipse
In-game content
artaudio
This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials.
Base Metal Games Inc.
-Jun 28, 2026
Ore Shatterer
In-game content
art
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Kornux Games
-Jun 28, 2026
无限R-放置赛车 Infinite R: Idle Racing
In-game content
text
"Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players."
VoidSlash Games
-Jun 28, 2026
Take That Hill
In-game content
text
AI was used to assist with translating the in-game text.
Hunted Cow Games
-Jun 28, 2026
Madhearts
In-game content
artaudio
All 3D art in Madhearts is modeled and animated by our artists. Some characters currently use temporary 2D artwork while their final 3D models are still in production. These placeholders were created with the assistance of generative AI tools and are clearly marked as "PLACEHOLDER" in-game. Parts of the soundtrack were also created with the assistance of generative AI tools using public-domain musical material, with additional editing and creative direction by our team.
Vincae Entretenimento
-Jun 27, 2026
Age of New Worlds
In-game content
art
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
ernest.dev
-Jun 27, 2026
Drift Mania
In-game content
art
Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay.
Full Sweat Games
-Jun 16, 2026
Pillar Of War
In-game content
art
This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
Wolf Ferrell
-Jun 15, 2026
Stellar Odyssey
In-game content
art
This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game.
Stellar Games
-Jun 14, 2026
KRUSHPIT
In-game content
art
Pre-generated 2D visual assets were created using AI tools. This includes the skill icons used in the game's UI, as well as the promotional capsule and cover artwork for the Steam store page.
xoneymoonqueen
-Jun 10, 2026
MSO FreeCell Arena
In-game content
artcode
Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets.
MSO Games
-Jun 7, 2026
All Night Ascension
In-game content
artaudio
The art and music assets in this game were created with the assistance of generative AI technology. As a registered architect in my day job, I am used to using tools like CAD to aid my designs. In game development, AI plays the exact same role—it is a tool, but the soul of the design comes from the human creator. I do not allow any rough, unpolished assets into my game. Therefore, all AI-generated content has gone through my strict "manual inspection": rigorous prompt tuning, meticulous manual overpainting, and audio trimming. I carefully polish every visual and auditory "brick" to build the perfect cultivation world, pouring my true craftsmanship entirely into the core "Eight Trigrams Array" deck-building experience.
Mixturelink
-Jun 3, 2026
Brutalball Manager 2
In-game content
art
AI was used for shading of models. Some hair and facial hair variations were altered with AI. Some of the UI panels and icons were generated with AI.
Stout Kassel Games
-Jun 3, 2026
Monster Tactic
In-game content
textart
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
KBZ Studio
-Jun 3, 2026
BloodVeil
In-game content
arttext
AI was used to generate in-game visuals and texts.
Newgate Games
-May 23, 2026
Minefront
In-game content
textart
We use generative AI tools to assist with the creation and refinement of some pre-generated content, including store page text, translations, marketing copy, and selected promotional/static visual assets. The game does not use generative AI to create content in real time during gameplay.
dark_dani
-May 23, 2026
Eclipse Crown
Unclear
art
AI was used to create images and animations
Raccoonbucket Games
-May 23, 2026
F.R.E.D.'s Ascent
In-game content
artaudiotext
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
buddycore Studio
-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
DUAL PROTOCOL: The Case of Eva & Miles
In-game content
text
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions. In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
AEGEAN CRAFTERS
-May 23, 2026
Lost Vessel
Dev only
art
The art, layout and the engine in this game were partially managed and tested using AI tools.
Lazy Frog Games
-May 23, 2026
Checkers Kingdom
In-game content
codeart
I have used Claude Code to create the game itself code and assets.
Pinch Games
-May 23, 2026
GolFall: Make Your Way Up
Dev only
text
Used for programming assistance and text translation.
tesakiza
-May 23, 2026
Doll Hero Thirty-Six
In-game content
art
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
文山工作室
-May 23, 2026
Epic Idle Quest II
Store/marketing
art
Some background artwork was created with the assistance of AI image generation tools.
PynkPanther
-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
Rankbreaker
In-game content
art
In development and early prototyping, Rankbreaker used some generative art assets. These are being actively replaced with original work created by professional artists, and this transition is already underway. Current contributions include: Leonardo Veronesi: Disruptors “Void,” “Raven,” “Recoil,” and character card “Axl Rydell” Samuele Colombini: Character cards “Bloodthirst,” “Ironjaw,” “Riff the Cat,” and “Stonewhal” Richard Kessler: Location art “Deadspace,” “Sepulcher,” and “The Arc” All generative assets are being phased out in favor of fully original artwork as development continues.
RHEND Studios
-May 23, 2026
Agon : Legends of the Arena
In-game content
artaudiotext
Some of the artworks, sounds and localizations in the game have been partially or entirely generated with the help of AI. We strongly believe AI will help videogames reach new heights, not kill jobs nor creativity.
Camille Blanc
-May 23, 2026
Codex Solis: Purrgatorium
In-game content
artaudio
I’m a solo developer and I use my own cat photography in the game. Some of those photos were transformed into in-game card art with generative AI. Both my original photography and the card art based on it are included in the game. Voice lines in the intro cinematic were also generated with AI. Generative AI is also used when generating stylized weapon & power-up cards. Final assets were selected and edited by the developer.
Illusoric Games
-May 23, 2026
极线赛车
Dev only
code
All of the game's code was generated using generative AI, and no code was manually written by the developer. The gameplay, levels, balancing, controls, and overall player experience were entirely designed, directed, tested, and ultimately approved by a human creator.
贪玩狗工作室
-May 23, 2026
Community Button
In-game content
art
AI tools were used during development to help generate select visual assets and concepts. These assets were reviewed, refined, and integrated into the game by the developer to ensure consistency with the overall style and experience.
RecursionSplash
40May 23, 2026
Brute Battles
Store/marketing
art
I do not use AI to develop the game, all art assets were made by real people. I only used it for the Steam Capsule Image.
Bald Baguette
-May 23, 2026
Stack Chaos: Alien Express
In-game content
artaudio
Some audiovisual assets were assisted by AI.
Vorago Studios
-May 23, 2026
Guild Manager 26
Store/marketing
AI is strictly used for rebalancing cards, and generating marketing assets.
happyinferno
22May 23, 2026
Chess Master Quest - Idle
In-game content
textcode
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
LearnTech Games
-May 23, 2026
Keyboard Hero
Live AI
art
Some in-game art is created with AI-assisted workflows. Players can also use AI to generate their own characters from photos, making each hero feel more personal.
Zing Games Inc.
-May 23, 2026
演义三国
In-game content
art
We use generative AI tools to assist in creating some of the game's visual assets. All AI-generated content has been manually refined and integrated by the developer to ensure quality and consistency.
成都俊鸟科技有限公司
-May 23, 2026
Gridbound Tactics
Store/marketing
art
A few pieces of art were generated: the battle background, the fire aura on the marketing assets, and a few projectiles for units like the white beetle.
OPAF GAMES
-May 23, 2026
Precursors: Reach for the Stars
In-game content
art
Some of the character images were generated using AI, but the final effect was achieved with the help of human hands.
Artificial Worlds
-May 23, 2026
Foreign Rim
Unclear
art
I use AI to improve images.
Foreign Software
-May 23, 2026
GameTranslate
In-game content
text
Currently, all locales are generated by an LLM. However, I am making significant efforts to ensure that all supported UI languages 100% human-made for the future. If the user chooses to, there are alternative translation models to download & use through the community repository. These are all text generative AI.
Godnoken
-May 23, 2026
10s
In-game content
textart
Generative Artificial Intelligence tools were used during development to assist in the creation, proofreading, and translation of texts (including the store page and tutorial dialogue), as well as aiding in the ideation and creation of some static 2D visual assets.
Old Bear Games
-Mar 18, 2026
Chess Kingdom
In-game content
codeart
I have used Claude Code to create the game itself code and assets.
Pinch Games
27Mar 18, 2026
Angler's Lake
Store/marketing
art
AI tools were used to generate some of the game's marketing art
Great Oak Games
-Mar 18, 2026
Alpha Genesis
Unclear
art
Adobe Photoshop and other AI-powered image generation tools were used during the development of this game.
Estro.Games
-Mar 18, 2026
126 results
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