Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
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.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running.
Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
Generative AI was used during development to assist with artwork and localization, including some store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with the creation of some artwork, music, and game code. All AI-assisted content was reviewed, edited, and integrated by the developer as part of the game’s creative and development process.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay.
Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
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.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running.
Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
Generative AI was used during development to assist with artwork and localization, including some store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with the creation of some artwork, music, and game code. All AI-assisted content was reviewed, edited, and integrated by the developer as part of the game’s creative and development process.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay.
Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.