Public Steam disclosure research24,658 disclosures tracked
Where do games disclose AI use?
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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.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game.
I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live.
I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of.
Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team.
Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer.
No generative AI is used during gameplay, and the game does not generate content in real time.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details.
Pre-Generated AI Content:
During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
Character art, backgrounds, interface graphics and store artwork were created with the help of generative image tools and then selected, edited and assembled by the developer. Game design, code and writing are our own work. The game does not generate any content while you play.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design.
Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand.
3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it.
Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings.
Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour.
Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Some visual content, including parts of the backgrounds and selected graphics, was created with the assistance of generative AI and subsequently edited for the game. These elements serve as temporary placeholders during development and are intended to be replaced with custom artwork once a suitable artist joins the team.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game.
I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live.
I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of.
Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team.
Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer.
No generative AI is used during gameplay, and the game does not generate content in real time.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details.
Pre-Generated AI Content:
During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
Character art, backgrounds, interface graphics and store artwork were created with the help of generative image tools and then selected, edited and assembled by the developer. Game design, code and writing are our own work. The game does not generate any content while you play.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design.
Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand.
3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it.
Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings.
Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour.
Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Some visual content, including parts of the backgrounds and selected graphics, was created with the assistance of generative AI and subsequently edited for the game. These elements serve as temporary placeholders during development and are intended to be replaced with custom artwork once a suitable artist joins the team.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.