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: Dystopian
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cyber Pet'Scape : Call of Freedom In-game content text | As a small development studio, we had to use AI to generate translations for the game and the Steam page in order to make the game accessible to the widest possible audience.
The graphic and audio assets were created either by us or by the team at Craftpix.net (who, it seems, do not use AI). | Pixo Philo | - | Jul 11, 2026 | |
Vaulted Valor In-game content audio | This game uses AI-assisted tools to create character voices. All dialogue was written, directed, edited, and implemented by the developer to fit the characters and story. | deeplabs | - | Jul 10, 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 | |
Subject Zero : Benzene Protocol Dev only | This AI usage is strictly limited to development assistance and does not generate any content in real-time for the players. | NoHopes Team | - | Jul 9, 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 | |
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 | |
Line Go Up Store/marketing art | I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related | Daniel Cazzaniga | - | Jul 8, 2026 | |
It Could Be Worse In-game content artcode | Some textures and some code has been created with AI assistance. | Gasoline Taste Studios | - | Jul 7, 2026 | |
Meridian In-game content artaudiotextcode | AI was used to generate code, art, music and text. | Turn Based Hedgehog | - | Jul 7, 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 | |
ZERRE In-game content art | I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline. | Solora Studio | - | Jul 3, 2026 | |
Elevator To Hell In-game content audioart | We have used AI tools for sound effects and for parts of the store page art. | Niflheim | - | Jul 3, 2026 | |
Dither Paradox In-game content artaudio | Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people.
We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials.
AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game. | Negative Prompt Studio | - | Jun 28, 2026 | |
RoguePunk In-game content artaudio | RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel.
I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it. | Massif interactive | - | Jun 28, 2026 | |
Labeloop In-game content textart | This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay. | YB Studio | - | 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 | |
Steel Maiden In-game content audioart | AI-Generated Content Disclosure:
Pre-Generated Content: Generative AI tools were used to create the game's background music, and to generate source material for portions of the sound and art, refined by the developer.
No Real-Time Generation: This game does not feature any live or real-time AI content generation.
No External Connectivity: The game runs entirely locally and does not connect to external AI services or servers while playing. | Keicee | - | Jun 28, 2026 | |
Case Analyst In-game content artaudio | The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product | Luca Panteghini | - | Jun 28, 2026 | |
NULL TRACE Store/marketing arttext | Generative AI tools were used during the creation of certain marketing and promotional materials for the game, including concept artwork, logos, store page assets, and text drafts. All AI-generated content was reviewed, edited, and integrated by the developer before publication. | Andrei Uvarov | - | Jun 28, 2026 | |
Nybble In-game content arttext | The hacker portraits, boss illustrations, and some of the hackers' dialog were generated with AI-assisted tools. | Gummy Skunk | - | Jun 28, 2026 | |
Future Sauce Dispenser Store/marketing arttext | Some visuals, text, and promotional materials (including the trailer) were created with the help of AI.
Imperfections, inconsistencies, and “errors” are intentional — they reflect a world where systems don’t always make sense, yet people rely on them anyway.
This is not a bug. It’s the design. | Wrong Timeline Games | - | Jun 28, 2026 | |
Fantasy World Simulator Dev only code | Google Gemini was utilized during the development phase as an assistive tool for C# scripting, code optimization, debugging, and brainstorming game mechanics. All AI-assisted outputs were manually reviewed, edited, and validated by the developer to ensure proper integration and originality. | North Coast Studio | - | Jun 27, 2026 | |
Pawns of War In-game content art | AI was used to create some of the backgrounds in the novel. | FLARE | 561 | Jun 27, 2026 | |
Legacy of the Ark: The Long Awakening Store/marketing arttext | AI tools were used to assist with concept art direction, store artwork iteration, written content, UI text refinement, and creative planning. All final content was reviewed, edited, and implemented by the developer. | Broken Ark Studios | - | Jun 27, 2026 | |
EMIT:Embrace Beyond Time In-game content artaudio | This game was developed with the assistance of generative AI tools. Specifically, generative AI was used to assist with the creation and refinement of some background art assets, the creation of some music assets, and the production of some promotional animation materials. | LuLuLuna Studio | - | Jun 27, 2026 | |
In the Hot Seat In-game content artaudiotext | AI tools are used to generate backgrounds, props, music and voices.
The writing, however, is entirely done by a human person (yours truly). | Sanuk Games | - | Jun 16, 2026 | |
INKURSION In-game content textaudio | Subtitle translations across our nine supported languages were produced using AI transcription and translation tools applied to the original English voice acting. | Leo Fernandez-Arias | - | Jun 15, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
Rustborn - Outland Threat In-game content audio | We utilize only Google AI Studio text-to-speech models during development to pre-generate voice acting files for regional localization. All generated audio files are post-processed, mixed, and hardcoded into the game build using standard engine tools before distribution. No assets infringe on existing copyrights. | Nexus Arcane GameStudio | - | Jun 14, 2026 | |
Hostile Takeover, Inc. In-game content text | AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested).
All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans. | Aleksi White | - | Jun 12, 2026 | |
Dear President In-game content text | Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production. | SN Game Studio | - | Jun 12, 2026 | |
Grimm's Folly In-game content audio | Voice lines generated by Murf.ai | Gray Days Entertainment | - | Jun 12, 2026 | |
Terminal Warfare In-game content art | Generative AI was used to create art assets for the game. | Awkward Frog Games | - | Jun 7, 2026 | |
Aiya Desire Store/marketing codetext | This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services. | VNL Works Inc. | - | Jun 6, 2026 | |
时光枝的秋叶 In-game content artaudiotext | 本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。
游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。 | 星野修&雕小满 | - | Jun 5, 2026 | |
Dark Thoughts Store/marketing art | Choice matrix art, Hero videos. | Pastor Fussycat | - | Jun 5, 2026 | |
Urban Protocol In-game content art | Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement.
Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay. | Thomas Kraits | - | Jun 5, 2026 | |
Cold Site In-game content artcode | 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 4, 2026 | |
Штольня In-game content artaudiotext | Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, audio assets, and written content used in the game, its store page, and marketing materials. This includes AI-assisted images and music. All gameplay systems, programming, level design, game mechanics, story implementation, and final integration of content were created, reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay. | Altera | - | Jun 3, 2026 | |
Rift Protocol In-game content artaudio | The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you. | Infinite Pixel | - | Jun 3, 2026 | |
The Moment of Panic Live AI textart | The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime. | Badinc, LLC | - | Jun 3, 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 | |
Delphi Store/marketing art | Delphi uses Midjourney for illustrated artwork (cards, events, key art, capsule art) and Kling for image-to-video trailer animation, all curated and edited by the developer. UI artwork is hand-made by a credited human artist.
No AI is used in design, writing, narrative or gameplay, and no AI runs at runtime — all in-game content is human-written static data. | Blasckout Studio | - | Jun 3, 2026 | |
Sprawl Life In-game content artaudiotext | Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools. | Hologram Nation | - | Jun 3, 2026 | |
Sak Winik : The Appointed One Live AI text | This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API. | Bogosor Studio | - | Jun 3, 2026 | |
Drumfire Unclear | During the development process, procedural- and AI-based tools were used to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own team.
We do not knowingly use any AI-generated content that infringes on existing copyrighted works. | Lab 47 | - | Jun 3, 2026 | |
FLATLINE Live AI arttext | FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience:
Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision.
Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network.
We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods | KILL DEVIL HILLS STUDIO LTD | - | Jun 3, 2026 | |
MEMORY DEALER In-game content text | All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI. | interactgamestudio | - | Jun 3, 2026 | |
FACTOVIVAL In-game content art | No live AI during play. Some static art created and edited using AI tools. | Wynand Smit | - | Jun 3, 2026 | |
GhostomVillage In-game content art | I used AI to create some promotional images and some of the in-game pictures. | Stellar Perturbation | - | Jun 3, 2026 |
403 results
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