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: Grand Strategy
TitleDisclosureCreatorSrcReviewsAdded
Pueblo Duerme
Live AI
text
Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules.
D-Games
-Jul 13, 2026
Shield Operator
In-game content
artcode
We used generative AI tools during development to assist with coding and to create game icons. All assets were reviewed and integrated manually. The game does not generate content in real-time
Puantaun Studio
-Jul 11, 2026
Galaxor
In-game content
art
Galaxor uses generative AI tools to support the creation and revision of selected visual content, including icons, artwork, banners, store graphics and marketing materials. Generated content is reviewed, selected and, where necessary, manually adjusted before being used in the game or on the store page. No live-generated AI content is created during gameplay.
MyVLife
-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
KEBAB CLICKER: El Imperio del Dürüm
In-game content
arttextcode
The game's code, artwork, text content, and some marketing assets were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, tested, and curated by the developer before inclusion. The game does not generate any content in real time using AI — all content is pre-rendered and static.
Cristian albala tortosa
-Jul 9, 2026
Nations
In-game content
text
The game contains localizations generated by artificial intelligence.
Krzysztof Steiner
120Jul 9, 2026
Arcflame Frontiers
In-game content
artaudiotext
During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it.
Codename Red Studio
-Jul 8, 2026
POTUS Election Sim
Live AI
textart
This game uses generative artificial intelligence to create dynamic content during gameplay. AI systems may generate political advice, news articles, speeches, social media posts, events, narrative responses, and other text-based content based on player actions and the current game state. AI-generated content is intended to enhance replayability and create unique gameplay experiences. Some store, library, and character artwork was created with the assistance of generative AI image tools.
Dackers Studios
-Jul 7, 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
Edge of the Blade | 칼 끝에 서서
In-game content
artcode
Generative AI was used as an assistive tool in the development of this game. It was used to help create some in-game icon images and to assist with programming code.
NINEHECTARE
-Jul 4, 2026
This Little World
Store/marketing
artcode
This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art.
nash.audio
-Jul 3, 2026
Imperial Ambitions
In-game content
audio
The sound FX and music was generated using generative artificial intelligence due to financial constraints.
aoiti
-Jul 1, 2026
Conglomerate
In-game content
artcode
AI has been used to refine the game balance, produce the graphics and the code for Conglomerate. As a solo indie dev, AI is used to bounce ideas and support the game development, replicating having a development partner.
Pale Ember Games
-Jul 1, 2026
Star Haul Tycoon
In-game content
text
AI tools were used for polishing narrative text content and translations.
sugames
-Jun 29, 2026
American Dream
In-game content
art
Generative AI disclosure Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release. This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated. Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running.
American Dream
-Jun 28, 2026
STATO
In-game content
artaudio
Some texture are generated with AI, some soundtracks and Icons
Scassius Systems
-Jun 28, 2026
Silesian Wars
In-game content
art
This game is using generative AI for all the pictures in the game.
GenuiTX Bittner
-Jun 28, 2026
Imperium
In-game content
artaudio
Imperium is a solo-developed game that makes extensive use of generative AI to create its content: • Visual art and graphical assets — planet surfaces, buildings, species and ship artwork, interface art, and store/marketing imagery — were generated using Midjourney and ChatGPT, then extensively edited, composited, and refined by hand in Photoshop (including Photoshop's AI tools) to fit the game's art direction. • Music was generated using Suno. • Sound effects were generated using ElevenLabs. Every asset is reviewed, edited, and approved by the developer before it ships, and the game's design, systems, and balance are the developer's own. Imperium's in-game opponents use traditional algorithmic AI, not generative AI.
Petroff Games
-Jun 28, 2026
万象战略
In-game content
artaudio
人物头像、少量图标以及音乐
MeleePsycho
-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
Galactum Meridian
In-game content
arttextcode
Galactum Meridian was developed with extensive assistance from generative AI tools, under constant and direct human creative direction, review, editing, and implementation. AI tools were used during development to assist with code, interface iteration, documentation, design exploration, writing drafts, data-processing workflows, and production planning. Some visual materials, including selected artwork, UI-support imagery, concept references, store-page assets, marketing materials, and Steam community assets, may also be AI-assisted or AI-generated and then heavily curated, edited, integrated, or rejected by the developer. The game uses real astronomical catalog data and authored game systems; generative AI is not used to replace scientific provenance. Observed, inferred, and fictional content are handled as separate categories during development. Galactum Meridian does not use live generative AI during gameplay. AI has been used primarily as a production and content-development tool, with final decisions, editing, implementation, and presentation controlled by the human developer.
Hedra Games
-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
中国篮球模拟器
Unclear
This game contains AI-generated content.
DaiFire
-Jun 28, 2026
Tetraclash Reforged
In-game content
artaudiocodetext
Generative AI was used in this game’s development and related asset creation, including the game code, three music tracks, selected visual assets, and multilingual localization translation.
RainDoKKa
-Jun 28, 2026
ΠΟΛΙΣ — Athens
In-game content
artcode
Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude).
Ginkgo
-Jun 28, 2026
Lawless Streets
In-game content
audio
Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer. Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay.
Ak Game Studio
-Jun 27, 2026
Conqueror's Stage
In-game content
text
AI is used for localisation purposes.
LeftLane Interactive
-Jun 27, 2026
Goal Idle
In-game content
art
The visual design of the tournament hall environment in the game was created using generative AI tools.
Royue Games
-Jun 27, 2026
SolPlex: Dominion
Store/marketing
art
Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay.
Stratis Group Europe S.L.
-Jun 15, 2026
Pact or Peril: World Domination
In-game content
art
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
Grumpy Giraffe
-Jun 14, 2026
Australian Federation
In-game content
art
Select visual elements created with the help of AI tools.
Diverse Interactive
-Jun 13, 2026
Altus Chess-Archaic Beginnings
In-game content
art
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Anonymous
-Jun 13, 2026
Wealth of Nations: Economic Strategy
In-game content
arttext
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
WoN
-Jun 12, 2026
VoidCraft
Live AI
textart
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
Hanamori Labs, LLC
-Jun 12, 2026
Fabricatio
In-game content
artcode
Graphics and game code partially AI generated
Kysix Software
-Jun 12, 2026
Backrooms: Exit 8
In-game content
art
2 of the images in-game are generated by AI. A locally-run AI model on my own computer. No water was used to generated these images.
Luke Gayson
-Jun 11, 2026
Crimson Tactics: The Rise of The White Banner
In-game content
textartcode
We have utilized open-source, self-hosted AI tools for our localization process to make the game available to as many players as possible. Additionally, local AI tooling was used during development to assist with codebase navigation and a single instance of asset recovery for a lost legacy logo. No proprietary or cloud-based AI services were used.
Black March Studios
229Jun 11, 2026
Imperium of the Stars
In-game content
audio
This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
Imperium of the Stars
-Jun 9, 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
International Football Manager
In-game content
arttext
Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience.
UPLAY Online
-Jun 9, 2026
Collector
Store/marketing
art
just for art
hubel
-Jun 8, 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
明末:甲申年
Live AI
text
The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM).
Zirbry Studio
-Jun 4, 2026
Hexagon Imperium
Dev only
code
I have used AI to design some parts of the main menu, data models, design of the multiplayer system and room system and to improve the heuristic armies behavior.
L33t Pro Studio
-Jun 3, 2026
Chess Flick
Dev only
codeart
AI support was used in reviewing codes and generating graphical images.
JDL
-Jun 3, 2026
Bonk Market
In-game content
artaudio
Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay.
Kevin He
-Jun 3, 2026
Millenium State: Path of Hegemony
In-game content
art
When designing UI elements, AI was used to scale the generation of assets from which the artist created the final product
Trivial Inc. Person
-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
Hollow Stars
In-game content
art
Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release. Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service.
AppGX
-Jun 3, 2026
Grand Chess Manager: Road to Grandmaster
In-game content
art
Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay.
Onurcan Donmezer
-Jun 3, 2026
308 results
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