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.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
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.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
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.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Generative AI was used to help create some of the game's art assets, concept art, and promotional images, which were then selected, refined, and integrated by the developer.
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.
Some art and audio in this game were generated with AI tools during development and edited by the developer. No AI content is generated while the game is running.
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 pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
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.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
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.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Generative AI was used to help create some of the game's art assets, concept art, and promotional images, which were then selected, refined, and integrated by the developer.
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.
Some art and audio in this game were generated with AI tools during development and edited by the developer. No AI content is generated while the game is running.
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 pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.