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: Language Learning
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LEXICON Dev only art | As a solo developer I have used AI to help review features and generate base artwork before editing. | T-Squared Games | - | Jul 11, 2026 | |
VoxMancer Live AI artcode | This game uses AI-assisted tools during development, including assistance with coding and the creation or iteration of some promotional and visual art assets.
During gameplay, AI may be used to help interpret the player’s spoken spell commands and map them to predefined in-game spell actions. | VoxMancer Studios | - | Jul 6, 2026 | |
Penko Vox: Japanese Live AI textaudio | Penko Vox: Japanese uses local generative AI to power its immersive language learning experience. An integrated Large Language Model (LLM) acts as a native Japanese tutor, generating real-time dialogue based on user input, while a Neural Text-to-Speech (TTS) engine synthesizes high-fidelity Japanese audio for listening practice. | penko_soft | - | Jul 5, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
The Adventure of Spyke Store/marketing art | Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself. | Riot Shield Games | - | Jun 16, 2026 | |
Japanese with Mayu Dev only | Generative AI tools were used during parts of the development process. | penguin on the hill | - | Jun 3, 2026 | |
Glint Translator Live AI audiotext | This application utilizes local, offline Artificial Intelligence (AI) models as its primary infrastructure:
1. Speech-to-Text (ASR) using the offline Glint AI engine.
2. Neural Machine Translation (NMT) using the offline Glint AI engine.
3. Optional Local AI Translation Integration: Users can optionally activate and download local LLM models (such as Gemma and Qwen via the Ollama engine) to perform offline translations.
All AI models and libraries, including the optional local LLM integrations, are executed entirely locally on the user's hardware. The application DOES NOT require or connect to any third-party cloud services or external AI generators. | Mushav Software | - | May 23, 2026 | |
Playto Live AI text | Playto uses AI models (LLMs) to generate real-time translations of on-screen game text. All AI processing runs entirely on your machine using local models — no data is sent to external servers. The AI is also used for OCR (optical character recognition) to read text from game screens. No pre-generated AI content is included; all translations are generated live during use. | totte-dev | - | May 23, 2026 | |
LingoHUD In-game content text | LingoHUD's output is strictly limited to language translation and speech-to-text
transcription of content already present on the user's screen or audio. It does not
generate creative, original, or open-ended content.
Content moderation: The translation and recognition models process only user-initiated
input that the user explicitly captures via a hotkey. The software does not produce
novel content; it converts existing content from one language to another, or from
speech and images to text. All processing is deterministic and bounded to the captured
input. | MAKZ | - | May 23, 2026 | |
PLAYNESE: Master Japanese In-game content audioart | Some character voices, ambient sounds, and visual assets in PLAYNESE may have been generated or enhanced using generative AI tools during development. These AI-generated elements are used to support the game’s storytelling and educational content and are carefully reviewed to ensure appropriateness and consistency with the game’s tone.
In the future, as community support grows, certain AI-generated content may be gradually replaced with professionally created assets. The goal is to improve quality over time while keeping the game engaging and accessible from the start.
No live AI-generated content or code is produced during gameplay.
All AI-generated content is pre-rendered and static. We welcome community feedback and are committed to maintaining a respectful, safe, and educational experience for all players. | Wynand Smit | 11 | Mar 18, 2026 | |
WonderLang Polyglot Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 33 | Mar 18, 2026 | |
Yuke and the Book of Yokai In-game content audio | We used a Text To Speech model to generate audio for all the concepts, examples and quizzes. | lpares12 | 26 | Mar 18, 2026 |
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