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: Hex Grid
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Oblivions Garden Live AI text | AI is used as an assistant to help build you city and can build its own city to help build World economy. | RetroHubAI, Inc. | - | Jul 11, 2026 | |
Hex Clash - The Fractured Combs In-game content art | Game backgrounds, character portraits, map elements, and UI icons are pre-generated using AI image generation tools. | Salih Demirkol | - | Jul 11, 2026 | |
Oxygen Frontier Unclear artaudiotext | Our team uses generative AI tools to assist in developing some assets. | knuckle_horse | - | Jul 8, 2026 | |
Grenadier Command In-game content arttext | This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication. | kratijun | - | Jul 7, 2026 | |
Meridian In-game content artaudiotextcode | AI was used to generate code, art, music and text. | Turn Based Hedgehog | - | Jul 7, 2026 | |
Qianli: The Vastscape Scroll In-game content art | This game utilized AI tools during the development process, primarily to assist in generating character portraits. All AI-generated assets were reviewed and curated by the development team before being implemented into the game. | Betobe Studio | - | Jul 7, 2026 | |
Foodie Tour In-game content artcode | This game utilized generative AI technology during development. Scene background artwork and food dish images were created with the assistance of AI image generation tools. Portions of the game code were written with the help of AI coding assistants. All AI-generated content has been manually curated, adjusted, and refined to ensure a consistent visual style and gameplay experience. | FictionKing | - | Jul 7, 2026 | |
Erevael In-game content arttextcode | Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod. | DAB Vibe Gaming | - | Jul 7, 2026 | |
Settlers of Idlestan In-game content art | Some sprites were generated using IA | Ratz 'N' Godz | - | Jul 3, 2026 | |
Spectrum Defense In-game content art | Generative AI was only used for 2D artworks such as UI icons, game logo and store materials. | FrostSnake | - | Jul 2, 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 | |
Hexborne In-game content art | This game uses generative AI tools to create some visual assets and background images. All AI-generated content has been reviewed and edited by the developer. | BlowYAmind | - | Jul 1, 2026 | |
King's Bounty: The Legend Store/marketing art | Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI. | Katauri Interactive | 976 | Jun 29, 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 | |
Destination Gemini In-game content audioart | This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay.
AI-generated content has been used to enhance and enrich the in-game experience. | Hubert Cachat | - | 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 | |
KeyWalker Dev only | Copilot has been used to ease development of playtest versions. | Repron | - | Jun 27, 2026 | |
星神话物语:征途 In-game content art | This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers. | 强酸工作室 | - | Jun 13, 2026 | |
Terra Concordia - Civilizações em Harmonia In-game content arttextcode | Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process.
Content created with AI assistance during development:
• The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer.
• SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance.
• Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests.
• The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting.
• Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer.
• English and Spanish translations: pre-translated with AI, manually reviewed and polished.
• Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components.
No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match.
All AI-assisted content was reviewed, tested, and approved by the human developer before release. | NCB Games | - | Jun 11, 2026 | |
Primal Tactica In-game content art | We believe that no person should be replaced by AI. All Primals — their models, animation, rigging, textures, SFX, and VFX — have been handcrafted by skilled artists.
Our developers may choose to use generative AI as part of an iterative, exploratory development process, but how and when is left to individual team members, and the final product always reflects the creativity and expression of our own development team.
As a small team, we have licensed some icons and 2D assets from external creators, and it is possible that some of these creators have used generative AI. | Errata Studio Ltd | - | Jun 8, 2026 | |
Ancient Wonders Atlantis In-game content arttext | Background and character were partially assisted with AI-editing tools. | Seven Sails Games | - | Jun 8, 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 | |
HexiGo In-game content textart | Generative AI tools were used to assist with localization and Steam capsule / marketing artwork. | Heze Games | - | Jun 4, 2026 | |
Company Captain: Westashes In-game content art | Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows.
Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle. | C&T | - | Jun 3, 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 | |
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 | |
Hex Tower Boogie Dev only | Generative AI tools were used as part of the development and drafting workflow. Hex Tower Boogie does not generate content during gameplay, does not connect to external AI services, and all shipped/store content is reviewed and curated by the developer. | 3ofus | - | 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 | |
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 | |
Annhexation In-game content arttext | Leader portraits have been generated by AI and some text. | James Randall | - | Jun 3, 2026 | |
Beyond the Fracture Live AI artaudiotext | Beyond the Fracture contains both pre-generated and live-generated AI content.
Pre-generated AI content:
Some visual, audio, and voice assets were generated with AI tools during development and reviewed, edited, and curated by the developers before being included in the game. This includes selected construct opponent portraits, spoken name clips, character histories, and HERALD-7 commentary voice clips in German and English.
Live-generated AI content:
During first-time onboarding, the game uses external AI services to generate three candidate player identities live. Each identity includes a generated profile portrait and a generated spoken name introduction. The profile portraits are additionally guided by internal short character descriptions generated from predefined archetypes and prompt templates.
This live generation is constrained by predefined prompts, fixed character archetypes, a controlled name system, and no free-form text input from players. The player selects one of the three generated identities. The chosen identity cannot be changed during the current Playtest, and repeated regeneration is not available during normal gameplay.
No live AI generation occurs during normal matches after onboarding. | Turning Rook Games | - | May 23, 2026 | |
War in Asia In-game content art | Certain visual assets were created with the assistance of generative AI. | Bufo Studio | - | May 23, 2026 | |
Frostward In-game content art | This game uses generative AI technology to assist in creating some 2D art assets. All content has been reviewed and edited by humans to ensure it meets our design specifications and is free from inappropriate material. | KoPoint Games | - | May 23, 2026 | |
WeeWars Dev only | We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward. | G1C | - | 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 | |
Storm The Field Dev only | The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans. | Acharya Studios | - | May 23, 2026 | |
Shatterhold In-game content artaudio | Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed. | Grey Line Interactive LLC | - | May 23, 2026 | |
HexTrial A C.O.R.E. Cognitive Test In-game content arttextcode | This game used generative AI tools during development to assist with some pre-generated content, including portions of visual assets and some code/text assistance. All AI-assisted output was reviewed, modified, and curated by the developer before being included in the game. This game does not use live-generated AI during gameplay. | Bandit Labs | - | May 23, 2026 | |
Winter Hunts Us In-game content artaudio | Some visual assets (illustrations and portraits) and the music were created with the help of AI tools. The game code was developed with AI-assisted programming. All content was reviewed, curated, and approved by the developer. | Syslí Nora | - | May 23, 2026 | |
Kepler Protocol In-game content arttext | AI tools were used during development to assist with asset creation (pixel art sprites, terrain textures, localization drafts) and game design iteration. All AI-generated content was reviewed, edited and curated by the developer. | Boe | - | May 23, 2026 | |
Rites of Accord In-game content art | All narrative, lore, and in-game text were written entirely by our team. Music and sound design are produced by our talented sound designer. Character concepts and initial illustrations/visual designs are human created. AI tools were used to assist in the modeling pipeline, with all output reviewed, adjusted, and approved by the team. We are actively working towards bringing on a 3D artist as the project grows (reach out to us if this might be you). | CodeSeed | - | May 23, 2026 | |
Aether Oblivion In-game content art | Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc. | Ex Nihilo Entertainment | - | May 23, 2026 | |
Abyss Cards In-game content artaudiocodetext | The game materials are all generated by AI. | Youhooo | - | May 23, 2026 | |
Crafting in Berxley In-game content art | Generative AI used in creating UI, items and other sprites.
We aim to gradually replace all AI generated content as we post new updates. | Quietly Packed Games | - | May 23, 2026 | |
Tavrik In-game content textartaudio | This game uses AI-assisted tools in the following areas of development:
Localization: Some translations were assisted or reviewed using AI language tools.
Visual Assets: Small number of 2D UI elements and textures were created or refined with AI image generation tools for reference, then edited by a human artist.
Sound Effects: Some SFX were generated or prototyped using AI audio tools.
All AI-assisted content was reviewed, curated, and approved by the development team. No AI content is generated at runtime — all assets are static and hand-selected before shipping. | Nyra Games | - | May 23, 2026 | |
Rails & Rivals In-game content art | Wallpapers in this game include AI-generated work. | Creahive Games | - | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
Semantigon In-game content textart | Localization and Steam art assets were AI generated | Four Wren Games | - | May 23, 2026 | |
Wilder Bound - 荒野拼图 Dev only code | Cursor was used to assist in developing the game code. | Candy Slime Lab | - | May 23, 2026 | |
Plentiful In-game content text | The Early Access version of Plentiful uses AI-assisted machine translation for localization. No generative AI was used to create gameplay content, art, or audio. | GabberGames | 53 | May 23, 2026 |
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