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: Dark
| 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 | |
Anomagram In-game content art | - Character photos and video clips shown in the in-game Stories feed were generated using AI tools (image and video generation), then reviewed, edited, and composited by the developer to fit the game's art direction.
- AI-assisted tools were used in parts of the development process. | Hot Tea Works | - | Jul 13, 2026 | |
The Unworty In-game content art | Some of the paintings featured in the game were partially generated using generative AI. | Meetkow | - | Jul 13, 2026 | |
Forged Cards In-game content artaudiocode | Forged Cards is a passion project, built by one person. I'm not a game studio, I'm a single developer who fell in love with an idea for a deck-builder where you build the cards and set out to make it real.
Games like this usually take a team. Modern AI development tools are a big part of how one person was able to build something at this scope. I used AI coding assistants to help me build and iterate on the game's systems, AI image generation for the art, and AI-generated sound effects, all of it reviewed, edited, and shaped by me to fit the world I wanted to create. Every card, every enemy, every choice about how this game looks and feels came from a person (and some close friends) who cared about getting it right.
I'm being upfront about this because I think you deserve to know how the thing you're playing was made. Forged Cards exists because these tools let one person build a game that otherwise would have stayed an idea in a notebook. | Context Games | - | Jul 11, 2026 | |
Z-Sector Store/marketing art | I have used AI-assisted tools to generate specific visual assets for the game, including the library logo and certain promotional marketing materials. The AI was utilized solely for asset creation and does not generate content dynamically during live gameplay. The game's core mechanics and narrative elements were developed by our team without AI-generated procedural systems. | YamaStudio | - | Jul 11, 2026 | |
You Are Not the Chosen One In-game content artaudiocode | Some of this game's assets were created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. This includes art assets such as character portraits, location backgrounds, and promotional artwork, as well as sound. The game's code was written with AI coding tools under the developer's direction. The game's design, systems, writing, and creative direction are human-authored and directed. | Acharya Interactive | - | Jul 11, 2026 | |
Touhou Russian Roulette In-game content art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | FIVE DUCK GAMES | - | Jul 11, 2026 | |
逃避行 Store/marketing art | Generative AI was used to create some promotional images for the Steam store page. The game itself and its gameplay do not contain AI-generated content. | SexyBrothers | - | Jul 11, 2026 | |
怪異対策特異機関ー幻視天研所ー In-game content codetext | This game uses AI assistance as a support tool for efficient development.
Scope of AI Use
- Assistance with programming and code implementation
- Drafting and style adjustment for English localization
- Drafting and editing of some in-game text, including Observation Records in the Anomaly Codex, command reaction text, countermeasure procedures, and other text related to gameplay explanations and strategy
- Drafting, editing, and proofreading of general text such as social media announcements, descriptions, and notices
Scope Where AI Is Not Used
Character images, Anomaly images, background images, Steam capsule images, audio, and BGM are created by the developer or use licensed distributed assets.
No AI-generated assets are used for these materials.
Content Created and Managed by the Developer
The story, worldbuilding, characters, basic Anomaly concepts, and the folklore and supplementary materials related to the Anomalies are independently created by the developer.
Game design and various specifications are also determined by the developer.
For any content created with AI assistance, the final decision on whether to use the text, as well as quality control, is handled by the developer. | 月兎立地区域 | - | Jul 11, 2026 | |
GLANCED In-game content art | Even if we prefer manual craft & procedural generation, some 3d Models/Cinematics in this game were created with the assistance of AI generative tools during production. However, think AI more as an automation/interpolation tool to win time and focus on gamers really want: innovative gameplay and FUN! | VOXELMANA | - | Jul 11, 2026 | |
O Labirinto In-game content arttext | Some of the game's 3D models (characters, monsters, and items) were created using the generative AI tool. Some in-game text translations were produced with AI assistance. All of this content was pre-generated during development, and we hold the appropriate rights to use it in the game. | Matheuzera Games | - | Jul 9, 2026 | |
Black File Store/marketing text | Some store page text, marketing copy, and promotional planning materials for Black File were created with assistance from generative AI tools and reviewed, edited, and approved by the development team before publication. The game does not use generative AI to create content during gameplay. | Simurg Software and Games | - | Jul 9, 2026 | |
Dawnreach: Veil of the Breach Unclear textart | Storytelling
Artworks | PixelDB Studio | - | Jul 9, 2026 | |
Libera Nos a Malo Store/marketing art | The videos were generated using artificial intelligence, employed to recreate the gothic and unsettling atmospheres typical of 1970s and 1980s horror films. | Necronomicon Games | - | Jul 9, 2026 | |
Have Fun Exploring In-game content artaudio | Certain in-game images were generated using generative AI. Some sound effects were created using generative AI. | Brettitude Studio | - | Jul 9, 2026 | |
EXORCISMUS: Vade Retro Satana In-game content artaudiocode | Human-crafted with AI assistance. Generative AI was used to assist with selected programming tasks (such as code optimization and debugging), create or enhance some voice-over and audio elements, and help refine selected graphical assets. All AI-generated content was reviewed, edited, integrated, and finalized by the developer. | Airem | - | Jul 9, 2026 | |
LAST CORE:BROKE LINK Store/marketing art | Generative AI tools were used to assist in creating pre-generated visual artwork, including concept art, key art, and promotional images used for the Steam store page and marketing materials.
All AI-assisted visual assets are static, reviewed, selected, and edited by the developer to match the game's dark sci-fi visual direction.
The game does not use live generative AI to create gameplay, player-generated content, dialogue, images, audio, or other content during gameplay. | LAST CORE STUDIO | - | Jul 9, 2026 | |
Impostor Syndrom In-game content art | Some of the game's 2D artwork — including character selection images and user interface elements — was created with the help of generative AI tools. All AI-generated assets were reviewed and curated by our team before being included in the game. | Alphgocipher | - | Jul 9, 2026 | |
铁门之下 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 9, 2026 | |
SIGABRT In-game content audioart | The in-game music and soundtrack are created using Suno (generative AI). All visual art is produced procedurally through code. Development used an AI coding assistant (Claude), which is a development-efficiency tool; it does not generate any content live at runtime. No generative AI runs during gameplay. | Verewild | - | Jul 8, 2026 | |
A Night Duty text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 96 | Jul 8, 2026 | |
Akwarium In-game content art | Some 2D artwork in Akwarium (characters, UI, environments, and store images) was created with generative AI tools, then reviewed and refined by the developer. No gameplay content is generated by AI in real time. | JONE | - | Jul 8, 2026 | |
FIRE. HOLD. REPEAT. In-game content art | Some visual assets in this game were created with the assistance of AI generation tools, then manually corrected and finalized. No AI is used during gameplay. | SLICEMENICE | - | Jul 8, 2026 | |
The Beak Doctor In-game content art | A small number of in-game icons were generated using AI tools. All generated assets were reviewed and integrated by the developer. | Immersion Interactive | - | Jul 8, 2026 | |
La P'tite Box: Technodrama In-game content audio | AI is used for all sounds: sounds effects, musics. | Cyclopsquid | - | Jul 8, 2026 | |
Hordes Of War In-game content art | Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development.
All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game. | Brent Spicer | - | Jul 8, 2026 | |
SESTRY In-game content artaudiotext | Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime. | Industrial Miracle | - | Jul 8, 2026 | |
Neophyte Protocol In-game content audioart | This game uses generative AI to assist with the creation of certain voice lines and some in-game icon artwork. All AI-generated content is reviewed and curated by the developer before inclusion in the game. | Ironwerks Studios | - | Jul 7, 2026 | |
Ofuda Placement Service In-game content text | Generative AI was used as an assistive tool for proofreading in-game text and store page text, as well as for English and Korean localization. All final content was reviewed and edited by the developer.
No AI-generated images, audio, or 3D models are used. The game does not use generative AI to create content in real time during gameplay. | NaviiNoah | - | Jul 7, 2026 | |
Next Station is... In-game content artaudio | Selected in-game textures were created using generative AI, and some voice lines were generated using AI voice tools. | Kura Games | - | 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 | |
Sinned Arena In-game content audio | Generative AI tools were used as part of the creation process for the soundtrack and taunt voice lines | xDenny | - | Jul 6, 2026 | |
Salt Chapel In-game content artaudio | Some pre-rendered visual artwork, store page imagery, and sound effects were created with the assistance of generative AI tools, then selected, edited, layered, and integrated by the developer. The game does not use live generative AI during gameplay. | escape2echo | - | Jul 6, 2026 | |
The Book of Plagues 2 In-game content art | Some of the sprites and video clips in the game were created with the help of AI. | DiaMMax Games | - | Jul 6, 2026 | |
Pineview Drive 2 - Rising Storm In-game content art | Utilizing artificial intelligence, we enhanced vintage photographs and photographs of the development team to align with the game’s aesthetic for paintings in game. | VIS-Games | - | Jul 6, 2026 | |
Netshell Live AI text | Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently.
All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story.
Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text. | Beyond Logic Labs | - | Jul 5, 2026 | |
OxRox In-game content art | A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission. | FatOx Games | 45 | Jul 5, 2026 | |
Carpet Cleaning Master In-game content artaudio | The stickers were generated, the music was generated, and some of the images were generated. | Nethound Game | - | Jul 5, 2026 | |
Lady Legal Officer's Submission Training In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | OKE.X.Keven | - | Jul 5, 2026 | |
Countess's Submission Pact In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | OKE.X.Suki | - | 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 | |
Off Axis Store/marketing text | Generative AI was used to assist with writing, editing, and translating store page text and marketing copy. No generative AI content is generated in real time during gameplay. | Off Axis | - | Jul 4, 2026 | |
Don't Make a Sound In-game content text | For the store page and in-game multilingual texts, the Simplified Chinese version was written entirely by the developer. All other languages (Traditional Chinese, English, Russian, French, Japanese, and Latin American Spanish) were translated with the assistance of generative AI. All core content of the game (mechanic design, scene construction, character and story development, art assets, and audio) was independently created by the developer. AI was used solely for language localization and did not participate in the generation of any other content. | 落梅序 | - | Jul 4, 2026 | |
克苏鲁圆桌 Cthulhu Round Table Dev only | This game adopts a small amount of generative AI in the early stage of its workflow. | Xiangsu Guangyu Software Studio | - | Jul 4, 2026 | |
KILLSWARM Dev only art | I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer. | slezkh | - | Jul 3, 2026 | |
Night Shift In-game content audio | This game uses AI-generated voice acting for its characters. | Batu | - | Jul 3, 2026 | |
Liminal Protocol art | Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons. | Rabbit House Games | - | Jul 2, 2026 | |
BALL BOY Simulator In-game content artaudiotextcode | AI-generated content was used for some asset textures, portions of the background music, development-related assistance and technical questions, and parts of the game's social media promotional materials. | EBA GAME | - | Jul 2, 2026 | |
Tower 6: Last Signal In-game content audiotextart | This game uses pre-generated AI-assisted content in a limited way. Some selected audio assets and minor in-game written/visual elements may have been created or edited with AI-assisted tools during development. The game does not use live-generated AI during gameplay and does not connect to any external AI service during gameplay. | Panagiotis Ntailianis | - | Jul 2, 2026 | |
Post-Soviet Bus Simulator In-game content audioart | Generating some sounds and game icons | Gray Synapse | - | Jul 2, 2026 |
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