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.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Parts of the game's code and the store page text were written with the help of an AI assistant. All art, 3D models, sounds and music are not AI-generated: 3D models come from Kenney asset packs (CC0) or are built procedurally in code, visuals and marketing images are rendered in-engine, and sounds and music come from CC0 libraries.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI Usage Disclosure
Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets.
All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service.
Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service.
This game used AI to make it possible to be developed by one person in reasonable time, with the hope that more people will join later to replace the AI part.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services.
Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Parts of the game's code and the store page text were written with the help of an AI assistant. All art, 3D models, sounds and music are not AI-generated: 3D models come from Kenney asset packs (CC0) or are built procedurally in code, visuals and marketing images are rendered in-engine, and sounds and music come from CC0 libraries.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI Usage Disclosure
Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets.
All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service.
Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service.
This game used AI to make it possible to be developed by one person in reasonable time, with the hope that more people will join later to replace the AI part.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services.
Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.