Public Steam disclosure research24,658 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
This index adds cross-game classifications and statistics to
statements published on individual store pages.
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.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer.
Pre-generated AI was used to assist with some pre-rendered cutscene artwork, in-game art, music, and selected store/library promotional images. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during 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.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
This game does not generate any content with AI during play.
During development, generative AI tools were used under human direction to help create some player-facing content:
- Store and marketing artwork (capsule images and similar key art). Outputs were prompted, selected, cropped, and edited by the developer to match the game’s clay board look.
- Some written text, including light in-game story dialogue and store-page copy. All text was reviewed and edited before shipping.
The playable game itself is a hand-authored, turn-based puzzle: boards, rules, 3D presentation, and sound effects are implemented in code (Three.js meshes and materials; synthesized SFX). Puzzle layouts are designed and verified with a traditional search solver, not a generative model.
No third-party likenesses, copyrighted characters, or illegal content are used. All AI-assisted output is reviewed before it appears on the store page or in the game.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key.
KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
I've used AI for a lot of things in this project. The code, 3D models, textures, 3D animations, music and more. I know a lot of people don't anything to do with AI so I want to be up front. This is a small pet project, I'm able to create a lot more of my vision than I could without AI. I do not dismiss the reasons people have for rejecting AI.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.)
AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI.
Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service.
The application itself does not use generative AI. Maps are produced by a deterministic, rule-based algorithm from signal analysis of the user's own audio file (tempo, beat grid, onsets, song structure); no machine-learning models are involved, and nothing is generated at runtime by AI.
Generative AI was used only for marketing: the animated scenes in the store trailer were produced with AI image and video tools from our own storyboard and prompts. Store screenshots are real captures of the application, and the capsule artwork was designed by hand.
Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer.
Pre-generated AI was used to assist with some pre-rendered cutscene artwork, in-game art, music, and selected store/library promotional images. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during 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.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
This game does not generate any content with AI during play.
During development, generative AI tools were used under human direction to help create some player-facing content:
- Store and marketing artwork (capsule images and similar key art). Outputs were prompted, selected, cropped, and edited by the developer to match the game’s clay board look.
- Some written text, including light in-game story dialogue and store-page copy. All text was reviewed and edited before shipping.
The playable game itself is a hand-authored, turn-based puzzle: boards, rules, 3D presentation, and sound effects are implemented in code (Three.js meshes and materials; synthesized SFX). Puzzle layouts are designed and verified with a traditional search solver, not a generative model.
No third-party likenesses, copyrighted characters, or illegal content are used. All AI-assisted output is reviewed before it appears on the store page or in the game.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key.
KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
I've used AI for a lot of things in this project. The code, 3D models, textures, 3D animations, music and more. I know a lot of people don't anything to do with AI so I want to be up front. This is a small pet project, I'm able to create a lot more of my vision than I could without AI. I do not dismiss the reasons people have for rejecting AI.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.)
AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI.
Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service.
The application itself does not use generative AI. Maps are produced by a deterministic, rule-based algorithm from signal analysis of the user's own audio file (tempo, beat grid, onsets, song structure); no machine-learning models are involved, and nothing is generated at runtime by AI.
Generative AI was used only for marketing: the animated scenes in the store trailer were produced with AI image and video tools from our own storyboard and prompts. Store screenshots are real captures of the application, and the capsule artwork was designed by hand.
Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay.