Public Steam disclosure research25,376 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.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing.
Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running.
In the development of this game, artificial intelligence was used in the following areas:
Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants.
Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools.
The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content.
Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Parts of Tinselwood were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
AI-assisted translation tools were used for some parts of the game's localization.
We are committed to improving translation quality and welcome feedback on any inaccuracies or unnatural phrasing you may encounter.
Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion.
The game uses AI-assisted tools during development, including code generation, asset creation, music composition, map prototyping, and image generation. These systems are part of the production workflow and do not generate new content during gameplay.
AI for Coding: Development tools assist with scripting, debugging, and generating boilerplate code. All AI-generated code is reviewed and manually refined by the development team.
AI for Visual Assets: Some environmental elements, props, and textures are created or enhanced using AI image-generation tools. These images are always curated, edited, and finalized by artists to ensure consistency with the game’s historical art direction.
AI for Music: Background tracks and ambient layers may be composed with AI tools, then adjusted by human composers to match the tone of the game.
AI for Maps: AI is used to prototype terrain shapes and layout ideas, which are later fully redesigned and polished by level designers.
AI for Image Generation: Certain concept art, reference images, and early-stage visual drafts are produced using AI image-generation systems. These are used only as development references or starting points, not as final in‑game assets.
All AI-generated materials are static, pre-produced, and manually validated.
No AI system creates dynamic content, gameplay outcomes, or real-time images while the player is playing.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs.
Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing.
Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running.
In the development of this game, artificial intelligence was used in the following areas:
Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants.
Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools.
The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content.
Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Parts of Tinselwood were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
AI-assisted translation tools were used for some parts of the game's localization.
We are committed to improving translation quality and welcome feedback on any inaccuracies or unnatural phrasing you may encounter.
Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion.
The game uses AI-assisted tools during development, including code generation, asset creation, music composition, map prototyping, and image generation. These systems are part of the production workflow and do not generate new content during gameplay.
AI for Coding: Development tools assist with scripting, debugging, and generating boilerplate code. All AI-generated code is reviewed and manually refined by the development team.
AI for Visual Assets: Some environmental elements, props, and textures are created or enhanced using AI image-generation tools. These images are always curated, edited, and finalized by artists to ensure consistency with the game’s historical art direction.
AI for Music: Background tracks and ambient layers may be composed with AI tools, then adjusted by human composers to match the tone of the game.
AI for Maps: AI is used to prototype terrain shapes and layout ideas, which are later fully redesigned and polished by level designers.
AI for Image Generation: Certain concept art, reference images, and early-stage visual drafts are produced using AI image-generation systems. These are used only as development references or starting points, not as final in‑game assets.
All AI-generated materials are static, pre-produced, and manually validated.
No AI system creates dynamic content, gameplay outcomes, or real-time images while the player is playing.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs.
Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.