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: Base Building
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
Tank Tower Defense | 坦克塔防 In-game content art | AI was only used to generate the images of the game login screen throughout the entire game. | Azure Dragon Studio | - | Jul 13, 2026 | |
Kritzel Krieg In-game content art | This game uses pre-generated generative AI content to assist with select 2D artwork, UI elements, and/or marketing materials. This content was reviewed and, where necessary, edited by the developer. No content is generated live by AI during gameplay. | Heftrand Games | - | Jul 13, 2026 | |
Lane Wars In-game content artaudio | Lane Wars uses generative AI only for some pre-made 2D artwork: the game's icon, main-menu key art, and the Steam store capsule/promotional images were created with AI image-generation tools and then edited by the developer. Some trailer and marketing music was made with an AI music tool. Everything you interact with in-game — the 3D characters, environments, HUD, visual and sound effects, and all gameplay systems — is hand-built and procedurally generated in code, not AI-generated. The game does not use any generative AI at runtime. | Voltari Studio | - | Jul 11, 2026 | |
Oblivions Garden Live AI text | AI is used as an assistant to help build you city and can build its own city to help build World economy. | RetroHubAI, Inc. | - | Jul 11, 2026 | |
Hamlet Dev only art | AI is used during our early Alpha development phase to create temporary placeholder art. The intent is to replace once the core game loop as been satisfied. | K2 Games | - | Jul 11, 2026 | |
赛博开箱之王 Live AI arttext | 本游戏在部分功能中使用人工智能技术辅助内容生成与体验优化,所有AI生成内容均由开发团队预先审核、筛选与管控,不会自动生成实时、无审核的动态内容。
游戏内AI相关功能主要用于优化游戏体验,包括但不限于场景细节渲染、剧情文本润色、智能数值适配、互动内容辅助生成等。所有AI产出内容均严格遵守内容合规规范,不含暴力、色情、违法、歧视、虚假误导等不良内容,同时不会收集、上传用户个人隐私信息。
本游戏所有AI相关内容均为游戏内置固定功能,无用户自主输入 prompt 自由生成内容的玩法,不存在无限制AI生成内容的风险,所有展示内容均经过人工审核与版本固化,保证内容安全、可控、合规。 | 李超超 | - | Jul 11, 2026 | |
Chobisuke's Weird Farm In-game content text | We used Gemini (Google's Generative AI) to assist with Japanese to English localization and text translation. | Syurarin19 | - | Jul 11, 2026 | |
Bastyrion: Endless Tide In-game content codetext | Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay. | Ryuusu's Mate Party | - | Jul 11, 2026 | |
Forsaken Shores In-game content arttext | Some of the artwork/Images were Ai Enhanced to make the images clearer. The localization(languages) was done by Ai. | Kuldan Studio | - | Jul 11, 2026 | |
Fantasy Waifu Collector In-game content textaudio | AI has been used to translate Localization to different languages. While best effort has been made to human-review, the translations may differ from native quality.
AI has been used to generate SFX files. | SyKoHPaTh | - | Jul 10, 2026 | |
Garden Defence In-game content art | Generative AI was used to assist in the creation of the visual assets displayed on the Steam store page, including capsules, promotional artwork, backgrounds, and other marketing images. AI was also used to assist in the creation of certain 2D visual assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included. No generative AI is used during gameplay or by players. | Team Toggenburger | - | Jul 9, 2026 | |
Tsushima Incremental In-game content textart | Localisation and some icons were generated with Ai. | Zouzou | - | Jul 9, 2026 | |
Camping Keeper In-game content audio | The soundtrack of Camping Keeper was created with the help of generative AI tools. | Studio Durand | - | Jul 8, 2026 | |
I Missed the Apocalypse Store/marketing art | A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation. | Bork One | - | Jul 8, 2026 | |
Military Destruction: Shock & Awe In-game content artaudio | Some art assets, textures, and sound effects are created with the assistance of AI tools, then curated and edited by the developer. All game design, gameplay systems, code architecture, physics simulation, and mission design are human-made. No AI-generated content is created at runtime.
As a solo developer with a limited budget, I use AI tools to help produce some assets and sounds. This lets me keep my time focused where a solo dev's hours matter most — the core gameplay, the physics simulation, and mission design — while still delivering production quality that would normally require an extended team. Every AI-assisted asset is curated, edited, and integrated by hand. | Bax Studios | - | Jul 8, 2026 | |
MoonScape In-game content artaudio | This game uses AI-generated content, created during development and included as fixed, pre-generated assets in the shipped game (not generated live or dynamically during gameplay).
3D models: Unit, structure, and Titan models are generated using Meshy, an AI text/image-to-3D generation tool.
Music: The game's background soundtrack (16 tracks) is generated using Suno, an AI music generation tool. | SouthMoon Studio | - | Jul 8, 2026 | |
Conquest of Empires 3 In-game content art | Some NPC images used AI-generated images. | Suzhou Snail Digital Technology Co.,Ltd | - | Jul 8, 2026 | |
Retail Rivals In-game content art | A small number of icons and minor graphical assets currently used in the game are temporary placeholders created with the help of AI. These assets will be replaced with original, custom-made artwork as development progresses. Our goal is to use fully original content in the final version. | DreamStudios | - | Jul 7, 2026 | |
Datacenter Simulator In-game content codeartaudiotext | AI tools were used during development as coding and asset-pipeline assistants (writing the procedural generation code for models, textures and music) and to help draft store page text. All content was reviewed by the developer. The game does not generate content with AI at runtime. | Jelle | - | Jul 7, 2026 | |
Metal Detector Island In-game content art | Pre-generated AI tools were used to create some visual assets and promotional artwork, including UI concepts, store page artwork, icons, and environmental illustrations. These assets are reviewed and curated by the developer before inclusion. The game does not use live-generated AI content during gameplay. | BetDev | - | Jul 7, 2026 | |
Command Doctrine Live AI arttext | Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output. | ByteFlow | - | Jul 7, 2026 | |
A Dark Cave In-game content codetext | During the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization. | Julian Bauer | - | Jul 7, 2026 | |
Erevael In-game content arttextcode | Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod. | DAB Vibe Gaming | - | Jul 7, 2026 | |
星舰-DF In-game content art | Portrait images of in-game characters, partial item icons, and cutscene illustrations for tutorial openings are AI-generated. | 四哥 | - | Jul 7, 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 | |
Cargo Protocol: Cyberpunk Trains Dev only art | Some of the images in the game were generated using AI during the prototype stage. Such assets may be present in the game up until the release of the demo (inclusive). During the development process, we gradually get rid of generated assets and replace them with hand-made ones. By the time of the official release, all generated content will be removed. This is a normal process for developing an indie game. | Flat Lab | - | Jul 4, 2026 | |
Mini Mayor: 12 Years In-game content artaudio | Images and music were edited with the assistance of AI. | Symbolic | - | Jul 4, 2026 | |
Mow My World Store/marketing art | Some store page marketing images, capsule assets, and promotional screenshots were created or edited with generative AI and then reviewed and adjusted for layout, sizing, and text. The game does not use live generative AI during gameplay, and it does not connect to any third-party AI service while players are playing. | BotDance LLC | - | Jul 3, 2026 | |
This Little World Store/marketing artcode | This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art. | nash.audio | - | Jul 3, 2026 | |
Hybrid Gene In-game content art | The game was vibe coded. Many of the current assets were generated by various GenAI models, some of which will be staying but some of which are just placeholders for the time being. Much manual work still goes into making everything look good and come together even when using GenAI. | Arc Solaire | - | Jul 3, 2026 | |
Deadline Works In-game content art | Store page artwork (capsule images and header) was created with
the assistance of AI image generation tools (Stable Diffusion /
Flux). All in-game content, text, and gameplay logic is
human-authored. No AI is used to generate content during gameplay. | Rivetforge | - | Jul 2, 2026 | |
GilongWorld Store/marketing text | Generative AI tools are used to assist in drafting text and setting up this Steam store page, as well as marketing materials. | Long Gil Studio | - | Jul 2, 2026 | |
Zephyr Cloud In-game content audioart | Generative AI was used only for marketing materials: background music in the trailer and banner artwork for the store page | Quirkspark | - | Jul 2, 2026 | |
Kopno: Blightfall In-game content text | We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose. | Urar Studio | - | Jun 30, 2026 | |
SqueakOut In-game content art | A few icons and images were created with the assistance of generative AI and then manually edited and refined. | Remillepattes | - | Jun 29, 2026 | |
FrontierCraft In-game content audiocode | Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay. | Innershed | - | Jun 29, 2026 | |
Daily War Online Dev only code | Developed using Claude Code. | Daily War Online | - | Jun 29, 2026 | |
Dark City: Scavenge Craft Power In-game content text | Localization texts for different languages are generated with the support of Gen AI. | GMG | - | Jun 28, 2026 | |
AFTER THE SILENCE In-game content art | Some visual assets and concept artwork used in the game were created or assisted by generative AI tools and further modified by the developer. All gameplay systems, story content, level design, and interactive features were created by the developer. | BrainRampage | - | Jun 28, 2026 | |
Tamo&Tamer In-game content art | This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay. | OFFtheREAL | - | Jun 28, 2026 | |
Shrunk Wilds In-game content art | Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time. | Metallicus Media | - | Jun 28, 2026 | |
Lords of the World In-game content art | Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game. | GVA Games | - | Jun 28, 2026 | |
ISLAND:THE LAST Store/marketing art | Some of the promotional images were generated by AI. | 7 FUNNY | - | Jun 28, 2026 | |
Mycelium Conquest: Mitosis In-game content art | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | - | Jun 28, 2026 | |
Road Tycoon Unclear code | Code,UI Elemente | REVOKO | - | Jun 28, 2026 | |
异界碎片 In-game content text | We used generative AI tools in a limited capacity during development: some store page descriptions and marketing texts were drafted with AI assistance and finalized with human editing. Some non-Chinese localization texts were translated using AI and reviewed by humans. All core gameplay, programming, and level design were created by the developers.Some in-game artwork / background music was created with the assistance of generative AI tools. | loveveryb | - | Jun 28, 2026 | |
STEEL PHANTOMS In-game content textart | This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay. | ZAMJARAH STUDIO | - | Jun 28, 2026 | |
Imperium In-game content artaudio | Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI. | Petroff Games | - | Jun 28, 2026 | |
StellarForge In-game content art | I've used ai generators for icons and logos. All coding, animations and modelling has been done by me. | Justin Hellman | - | Jun 28, 2026 |
866 results
…
Missing a product? Let us know