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: Grid-Based Movement
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fake Snake In-game content art | Generative AI was used only during early visual concepting and ideation for some marketing art directions. The game itself, its mechanics, levels, code, UI, and final gameplay assets are created and edited by the developer. | Narvio Games | - | Jul 8, 2026 | |
Card Knight: Astral Arcana In-game content artaudiocode | In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers. | Bridgewalker Studios | - | Jul 8, 2026 | |
Hatch'n'Wall In-game content audioart | Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work. | Fromont Gaming | - | Jul 8, 2026 | |
Pixel: The Challenge Store/marketing art | Generative AI tools were used to help create some of the 2D store and marketing graphics (e.g. store capsule images). These assets were reviewed and finalized by the developer, who holds the rights to use them. No generative AI is used for content inside the game, and no AI-generated content is produced live during gameplay. | pixelplenum.com | - | Jul 8, 2026 | |
Stella Echoes Dev only codeart | Some images and code were created with the assistance of generative AI. | digsteel | - | Jul 7, 2026 | |
Thugz VS Zombies audioart | Some Assets, SFX, BGM and Artwork were used in the making of this game. | UndaWirrld Arcade | - | Jul 7, 2026 | |
Command Doctrine Live AI arttext | Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output. | ByteFlow | - | Jul 7, 2026 | |
2point-1592 In-game content artaudio | Some art, music, and 3D assets in this game were created with the help of generative AI tools. Every AI-generated asset was carefully reviewed, refined, and hand-curated by the developer to fit the game's art direction and tone. The game does not use any live-generated (runtime) AI content. | bong24studio | - | Jul 7, 2026 | |
Cat 3 In-game content art | The visual art in Cat 3. The cat sprites, enemies, icons, relic, UI art, and the store/marketing images were created with the help of generative AI tools. I'm a solo developer and a programmer at heart: I can't draw, so I set up a local pixel-art generation pipeline to make the game's artwork. No AI-generated content is produced during gameplay. | adoptedmouse | - | Jul 6, 2026 | |
Crossfall In-game content arttextaudio | During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help:
Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually.
Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages.
Music. The game’s musical soundtrack was created using generative AI.
All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game.
The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services. | Nethound Games | - | Jul 5, 2026 | |
FUNDAMENTA In-game content artaudio | Artificial intelligence tools were used to create sound effects, textures, and images. | Rangel Oblivion | - | Jul 3, 2026 | |
Neural Drift In-game content artaudiotext | AI has been used to generate some graphics, music, and translations.
As the story of this game may suggest, I understand (and even share) most of the criticisms regarding AI, but it is also a tool that has enabled small creators like myself to achieve bigger things that would have been difficult without it. | Frédéric Julian | - | Jul 3, 2026 | |
Super Kickmen In-game content arttext | Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production.
No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content. | Reeecook Studio | - | Jun 30, 2026 | |
Horn of the Warlord In-game content art | Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork. | MagicKrol | - | Jun 29, 2026 | |
Refund In-game content art | Some pre-rendered 2D artwork, icon, and UI/store visual assets were created or assisted with generative AI during development. The game does not generate AI content during gameplay and does not connect to an external AI service. | GuGuguagua | - | Jun 28, 2026 | |
Word Puzzle Master In-game content artaudio | Parts of Word Puzzle Master were created with the help of generative AI tools,
then reviewed, edited and assembled by the developer:
• visual art — the ambient background images and the animated background loop
• audio — background music and sound effects
Generative AI is used only during development to produce these assets. The game
does NOT use any AI at runtime — there is no live AI generation while you play.
Puzzle word lists are hand-curated, and level layouts are produced by our own
deterministic algorithm (not AI). | Tilewise | - | Jun 28, 2026 | |
Hardformer Store/marketing art | AI was used to create splash art and the game logo.The game does not generate AI content during gameplay. | TurboForgeStudios | - | Jun 28, 2026 | |
Folding Dungeon In-game content audio | Using AI BGM | Hamus Game Studio | - | Jun 28, 2026 | |
Wordforge: Silent Letters In-game content artaudio | Some images and sound have been generated with the assistance of AI. | Les Ganton | - | Jun 28, 2026 | |
Null Horizon Unclear | Some assets *may* be AI. These assets were secured from a third party and I cannot confirm this, but if that's the kind of thing that bothers you, you may want to steer clear. | HopefullyHeroic | 20 | Jun 28, 2026 | |
SHIROMASU In-game content audiocode | Generative AI tools were used extensively during development to assist with the game's source code, background music, and sound effects. | sasa | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
apochess In-game content art | Some Library images are AI generated. Some (small amount) of in-game images are AI generated. 95% of all assets are created by real artists and in future going for the 100%. | AvoGames | - | Jun 27, 2026 | |
Chessferatu In-game content artcode | Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC). | Half-Cocked Studios | - | Jun 27, 2026 | |
Cosmic Frontiers Episode Zero: Crash on Xylos-7 Store/marketing art | Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer. | Sergeant Gunny Gaming | - | Jun 16, 2026 | |
Tile Conquest In-game content artaudio | Unit sprites and game sound tracks were generated using AI. | Jectvisor Games | - | Jun 16, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 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 | |
Firewall Maze In-game content art | Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime. | TwistedBob Games | - | Jun 12, 2026 | |
Spirit Route In-game content art | Generative AI was used to create portions of the game's logo, character icon artwork, and promotional/store page images. Some marketing images were created using in-game screenshots as references and combined with AI-assisted artwork. | Curious Forge | - | Jun 12, 2026 | |
Sweep Happens Unclear | Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit. | r_cascader | - | Jun 11, 2026 | |
Tetra Block Store/marketing text | Generative AI tools were used to assist with store page text, translation drafts, and promotional copy. All final content was reviewed and edited by the developer. | GlowPulse Studio | - | Jun 11, 2026 | |
Snake: Gridbreaker In-game content artcodetext | Generative AI was used as a production tool during the development of this game. It assisted with code, visual assets, UI elements, icons, localization, store assets.
The developer directed the creative process, reviewed and edited the generated output, tested the game, and made the final decisions on every stage.
The game does not use live generative AI during gameplay. | Arkadiusz Włodarczyk | - | Jun 10, 2026 | |
Babitonga Puzzle Attack In-game content artaudio | Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team. | caramelo dog | - | Jun 10, 2026 | |
First Colony Dev only art | Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase. | Atesh Entertainment, Inc. | - | Jun 5, 2026 | |
Knaights In-game content artcode | This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5. | Jeremiah Zagala | - | Jun 4, 2026 | |
Labyrinth of Doom In-game content arttext | Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance. | David Riggle | - | Jun 4, 2026 | |
Hexilibrium In-game content textcode | This game was developed with the assistance of an AI language model, including store page content, level design, in-game descriptions, code, and game mechanics. All creative direction and final decisions were made by the developer. | kvasnyk | - | Jun 3, 2026 | |
Dechamel Chess Store/marketing | AI was used to help create elements of the game and the store page. | Grgo Mariani | - | Jun 3, 2026 | |
Grid Wars: Last Stand Store/marketing art | Some promotional artwork, store capsule images, and marketing visuals were created with the assistance of generative AI tools and then reviewed, selected, and edited by the developer. The game itself does not generate new AI content during gameplay. | MCE Games | - | Jun 3, 2026 | |
OmNomNom In-game content art | Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team. | Echo Titan | - | Jun 3, 2026 | |
Atlas Zone Store/marketing art | AI was used to create the visual elements on the Steam store page. | StoneBreaker Studios | - | Jun 3, 2026 | |
DropCell In-game content artaudio | The game used generative AI to assist with the creation of some of the content, such as art assets, sound, music, etc. | PytraGames | - | Jun 3, 2026 | |
Linkominoes In-game content audio | Portions of the music were developed with the assistance of AI-based tools. | South Summit | - | Jun 3, 2026 | |
OfMiceAndMechs Dev only audio | Temporary trailer music was created with AI during early concept development. Final music will be fully human-made. | MarxMustermann | - | Jun 3, 2026 | |
Rush Hour Relay In-game content text | AI-assisted tools were used to help with some in-game translations. | Third Watch Games | - | Jun 3, 2026 | |
Meow Over Moo In-game content art | Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools. | Flipped Cat | - | Jun 3, 2026 | |
Roses In Concrete In-game content text | The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human. | Omey Salvi | - | 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 | |
Reversible Routing+ In-game content text | During the development of this game, generative AI is used as a supporting tool for parts of the Japanese / English translation drafts. Final wording is reviewed and adjusted internally before being adopted. | Mage Flower Games | - | Jun 3, 2026 |
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