AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
17258
17,258
disclosures tracked
+370 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 17,258 products
tag: Diplomacy
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Citadels - Shadow City In-game content art | Generative AI was used as an assistive tool for creating some visual assets. All AI-assisted assets were manually edited and refined by a human designer before being included in the game. | SERGEI MIRONOV | - | 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 | |
フォーチュリア:交易路の開拓者 In-game content artcodetext | Generative AI was used for certain aspects of production, including some background images, item images, character image coloring, code review, optimization, and localization text. | FUJIYAMA ENTERTAINMENT | - | Jul 9, 2026 | |
Nations In-game content text | The game contains localizations generated by artificial intelligence. | Krzysztof Steiner | 120 | Jul 9, 2026 | |
Please Proceed To The Dungeon Store/marketing art | Generative AI tools were used to help create some game assets and store images | Noodle Interactive | - | Jul 7, 2026 | |
Baron Local In-game content arttext | This game uses generative AI during development to assist in creating and refining certain content, including artwork, text, dialogue, and other game assets. All AI-generated content has been reviewed, edited, and approved by the development team before being included in the game. The game does not generate AI content during gameplay. | Robert Ghira | - | Jul 6, 2026 | |
Proxy In-game content art | Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI". | Cup Island | - | Jun 28, 2026 | |
Phantom Protocol codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 28, 2026 | |
The Exchange Manager In-game content text | The English version of the game was translated by artificial intelligence. | The Black Swan | - | Jun 28, 2026 | |
Throneforged In-game content artaudiotextcode | AI was used to create a lot of the assets in the game, with human modifications. | Genesis Worlds | - | Jun 28, 2026 | |
KADI: Ottoman Judge art | This game uses AI-generated images for some of its 2D artwork, character
scenes, and store page visuals. All AI-generated content is reviewed, edited,
and curated by our team to fit the game's historical setting. The game's
design, writing, story, and code are created by human developers. | Shift Game | - | Jun 28, 2026 | |
Conqueror's Stage In-game content text | AI is used for localisation purposes. | LeftLane Interactive | - | Jun 27, 2026 | |
Hansa Forever In-game content art | Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay. | Oğuzcan Şirolu | - | Jun 12, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
2026 U.S. Election Simulator In-game content art | Some character avatars have been generated, created, or designed with the assistance artificial intelligence. | FlagmanJeremy | - | Jun 6, 2026 | |
Clairval Live AI art | Clairval uses AI in the following limited ways:
1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations.
2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in).
Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server. | Alpharkane | - | Jun 4, 2026 | |
Sektör 7 In-game content arttext | Some of Sector 7's artwork — including its store and marketing images — and its narrative text were created with AI assistance and then reviewed and edited by the developer. Localization into additional languages used AI translation with human review. | Hamza DURAK | - | Jun 3, 2026 | |
Master of the Ages: Foundations of History In-game content arttextcode | Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers. | Sovereign Era Games | - | Jun 3, 2026 | |
Kaiser - Geld, Macht und Intrigen Dev only art | Creation of Graphics - Test Environments - Debugging | SchnoxCore Entertainment | - | Jun 3, 2026 | |
Cascade: Hindcast Live AI text | AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key. | Herni Dedalvs | - | Jun 3, 2026 | |
Slammo In-game content art | As a small indie studio, we use generative AI tools to assist in parts of our art creation process. This helps us improve the quality and consistency of artwork while allowing our team to work more efficiently. All AI-assisted content is reviewed, refined, and integrated by our developers to ensure it meets the artistic vision and quality standards of the game. | Annoyed Studio | - | Jun 3, 2026 | |
World Order: Global Power In-game content arttext | This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing. | Global Strategy Games | - | May 23, 2026 | |
Crow's Foot In-game content art | AI tools were used to generate some images (mostly cards), which were then edited by hand before being included in the game or its marketing. | Thelix | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
Nexus Legacy In-game content artcode | Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline.
The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer.
No live generative AI is used to create player-facing content while the game is running. | Nexus Legacy Team | 214 | May 23, 2026 | |
EQUILIBRIUM Live AI text | EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
All AI-generated content is strictly bounded by the game's economic and geopolitical simulation rules. The system is designed to produce realistic, policy-relevant responses only. No image, audio, or user-data generation is involved. | Benetti Andrea | - | May 23, 2026 | |
Prevent WW3 In-game content textart | Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game. | NT7 Studio | - | May 23, 2026 | |
Syntaris In-game content artcode | This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase.
In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design. | Yusuf AKYILDIZ | - | May 23, 2026 | |
SkyChart: Airline Executive In-game content text | AI is being used to do automated testing and code review. AI and Google Translate were used to generate the initial set of translations. There are currently people working on localization - it is just going to take time. If you would like to help with the localization please see: https://weblate.kuhnflix.app/ (I would appreciate your assistance!) | Casey Jones Labs | - | May 23, 2026 | |
Three Kingdoms : Alias In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Plotrick | - | May 23, 2026 | |
RUPTURR In-game content code | AI was used to assist with the generation of map data as well as the review of part of the source code | Aikon Interactive | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
EXPOSED In-game content art | As a solo developer working on a passion project, I utilized generative AI tools to assist in creating some of the visual assets for the game. This includes character portraits, background art, and certain UI elements. All music, audio and localization in the game are entirely human-made and do not use any generative AI technologies. | Esat Yılmaz | - | May 23, 2026 | |
Eon Empires In-game content arttext | Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI. | Aeonforge Studio | - | Mar 18, 2026 | |
Black Box - Hacker Day One In-game content art | Some of the UI elements and store assets like header | elevenBytes | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
Golf RP Live AI text | Some npcs have very basic ai | Super Direct | - | Mar 18, 2026 | |
President of Steel In-game content art | Event decision images are created using AI. Generetive AI images also been used as icons, some parts of the game and steam art. | volaryus | - | Mar 18, 2026 | |
Age of Resistance In-game content arttext | Only a few images and some language translations in this game were created with AI. | Luis Humberto | - | Mar 18, 2026 | |
Political Run: World Leaders Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | - | Mar 18, 2026 | |
Treasurer In-game content art | AI was used to generate the characters, backgrounds, and some of the game’s details, which I further refined myself, as well as for gif animation. | Owl's Howls | - | Mar 18, 2026 | |
AP World History - Unit 4 Store/marketing art | We have used AI to create the game's marketing materials and store pages. Unfortunately, we are not good artists. :( | Studious Studios | - | Mar 18, 2026 | |
Quill & Sword: Fate of Eryndor In-game content art | Game contains images generated by AI. | gunesustunalp | - | Mar 18, 2026 | |
This Is the Peace In-game content audioart | Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience. | Nokwite Games | - | Mar 18, 2026 | |
Rise to Power: Banana Republic In-game content art | Some character portraits were created with the assistance of generative AI and subsequently edited by hand. All game systems, writing, and design are made entirely by humans. | Pizza OK Games | - | Mar 18, 2026 | |
Havenreach: Last Refuge In-game content arttext | Generative AI tools were used during development for the creation of placeholder game assets and design support. These include:
- Simple sprites most of which were refined by hand manually.
- Generation of fictional city names
- Grammar checks and polishes for textual contents
The placeholder assets generated with the help of AI are slowly being replaced as development continues. | Leonix Games Studio | - | Mar 18, 2026 | |
Noir Tycoon Store/marketing art | Using AI tools to create illustrations. | Joybyte Games | - | Mar 18, 2026 | |
D.R.I.F.T. Store/marketing art | During the development of D.R.I.F.T., some AI tools may have been used for optimization and generating graphics. However, AI is not used in the game at any point during gameplay. | ResilientLogic Games | - | Mar 18, 2026 | |
Checkpoint Inc Store/marketing art | AI was used for the store page cover | Punchers | - | Mar 18, 2026 | |
Kingdom of Poland: 1410 In-game content audioart | AI was used to generate some of the voices in the game and some of the images seen in the game. | Prosuntal Games Studio | - | Mar 18, 2026 |
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