AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable

17256
17,256
disclosures tracked
+368 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 17,256 products
tag: Local Co-Op
TitleDisclosureCreatorSrcReviewsAdded
Universalia
Dev only
I don't know how to code, and I only speak two languages (both badly, if I'm being honest). To actually get this game running properly and make it playable, I had to use AI as a technical assistant. I wrestled with the ethics of this because I care deeply about the line between tools and art. If this game makes any money, it will go straight into hiring professional programmers, artists, and translators. Thank you.
Roberto Schiavulli
-Jul 11, 2026
Crown & Conquest
In-game content
art
Some store-page and marketing imagery for Crown & Conquest (capsule art, icons) was created with the assistance of generative AI image tools. All gameplay, rules, audio, and in-game art are hand-authored, and the game does not use generative AI during gameplay.
Cannibal Parrot Games
-Jul 11, 2026
Taival
In-game content
text
Generative AI was used only to assist with localization/translation partially. All localized text was reviewed and edited before release. No AI-generated content was used otherwise.
Bonobo Software
-Jul 10, 2026
O Labirinto
In-game content
arttext
Some of the game's 3D models (characters, monsters, and items) were created using the generative AI tool. Some in-game text translations were produced with AI assistance. All of this content was pre-generated during development, and we hold the appropriate rights to use it in the game.
Matheuzera Games
-Jul 9, 2026
Rever4
Store/marketing
art
AI is used in some of the images on the store page and in the game title.
As-key
-Jul 8, 2026
DEFLEKT
In-game content
artaudio
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
Mayd-It Games
-Jul 7, 2026
Shadows of Imalor
In-game content
art
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
Edling Interactive
-Jul 7, 2026
Metal Detector Island
In-game content
art
Pre-generated AI tools were used to create some visual assets and promotional artwork, including UI concepts, store page artwork, icons, and environmental illustrations. These assets are reviewed and curated by the developer before inclusion. The game does not use live-generated AI content during gameplay.
BetDev
-Jul 7, 2026
Tank
Store/marketing
art
The graphics for the Steam library were created using AI
Tank Master
-Jul 5, 2026
The Left Behind
In-game content
text
AI has been used to translate the game in multiple languages so the story can be enjoyed by more people.
Extrude
-Jul 3, 2026
Stella Supernova: The Astral Vale
In-game content
artaudiotextcode
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience. Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content. This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
LEON GAGIN
-Jul 3, 2026
Curse of the Dungeon Engine
In-game content
arttextaudiocode
Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming
Ed Rethardo
-Jul 2, 2026
Galatria
In-game content
artaudio
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Hofmann Andreas
-Jun 30, 2026
Patch and Pray
In-game content
arttextcode
Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play.
Raclette Games
-Jun 29, 2026
がむしゃらギルド-Scrappy Guild-
In-game content
art
本作では、一部の3Dモデルや画像素材の制作に生成AIツールを使用しています。生成された素材は開発チームが調整・編集した上でゲーム内に使用しています。
GenGorouGames
-Jun 28, 2026
Brick Busters
In-game content
artaudiotext
Some assets in BRICK BUSTERS were created with the help of generative AI tools — including parts of the pixel art, some sound effects and music, and the translations of the in-game text. All AI-assisted content was reviewed and edited by hand before release.
NPC AT WORK
-Jun 28, 2026
Padel Pro World Tour
Store/marketing
art
This game uses gen-AI images for menus and marketing images/videos...
Intelectiva Soluciones Innovadoras SL
-Jun 28, 2026
World on a Plate
In-game content
art
This game contains assets made with generative AI technologies
Honey Pixel Games
-Jun 28, 2026
Rocoumie and Bouquet
In-game content
audiotext
Generative AI was used to create the music and for text translation. Distant views in the image were partially edited using generative AI but manually edited for the final product.
team rocoumie
-Jun 28, 2026
Ultimate Jam
In-game content
audiocode
Ultimate Jam uses generative AI for all coding and select pre-made assets (announcer voice and/or music), created from robot-human-written scripts and prompts, then edited by the team. Gameplay, controls, and AI opponents use traditional code — not generative AI. Nothing is generated live while you play.
RJ Games Division
-Jun 27, 2026
All But Weak
Dev only
code
Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets.
Hikyu
-Jun 27, 2026
Rogue Striker
In-game content
art
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
Zyg Studios
-Jun 16, 2026
SLAMTOWN - Brawl Together
In-game content
artaudiocode
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Pair of Pixels
-Jun 15, 2026
Silent Toll 寂静冥响365
In-game content
text
Used artificial intelligence for localization translation
Gear Heart
-Jun 13, 2026
Slay The Beat
In-game content
audio
The music in game was generated using AI.
Ihor Syvanenko
-Jun 12, 2026
SiegeBlock
In-game content
arttext
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
Manuel Medina Cea
-Jun 12, 2026
Aetherantis Realm of Fates
In-game content
arttextcode
Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools.
qiongwan
-Jun 12, 2026
Ritual Break
In-game content
audioart
Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created by the developer.
Lazy Hamster
-Jun 10, 2026
Leukocyte
In-game content
artaudiocodetext
I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me.
Víctor Martínez
-Jun 10, 2026
Scourge of the Necromancer
In-game content
artaudiotext
Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it. Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs. 3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output. Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer. Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game. Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above). Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation. Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency.
Ember Logic LLC
-Jun 8, 2026
Gaelco Sports Collection (QUByte Classics)
Store/marketing
art
Use of A.I. generative approach to modernize the original promotional images for the games.
QUByte Interactive
-Jun 8, 2026
Chronicles of Nameless Heroes
Store/marketing
art
Generative AI was used only for a small portion of the game's visual and marketing materials, which were subsequently refined by the developer. The overwhelming majority of graphics and content were created manually or obtained from licensed sources.
MVAONE Games
-Jun 7, 2026
Harmonic Catastrophe
In-game content
audioart
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
Splinternova
-Jun 5, 2026
Ball Guys: Merge Party
In-game content
audiocodetext
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Half Moon Studios Ltd
-Jun 5, 2026
Samurai Pets
In-game content
art
Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision.
The Talking Boot Games
-Jun 5, 2026
EA SPORTS™ College Football 27
In-game content
text
Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning Commentary scripting support Trophy Room Support Creating more realistic play calls made by CPU teams
Tiburon
520Jun 4, 2026
Critter Highlanders
Dev only
code
much of this game was vibe coded using Antigravity.
Oaklandishh
-Jun 3, 2026
Passage 5
In-game content
artcode
KI wird ungesetzt zur Unerstützung bei der Programmierung und der Grafikerstellung.
netmin games GmbH
-Jun 3, 2026
Geometry Rift
In-game content
artcode
AI was used to create some 3d Models and enhance the programming of the game.
Víctor Vergara
-Jun 3, 2026
Folclore Xamin
In-game content
audiocodeart
AI tools were used during development to assist in generating custom sound effects, instrumental music assets, and code optimization. The technology was also utilized as a base to pre-fabricate certain background environment elements. However, all character designs and frame-by-frame 2D animations were 100% hand-drawn and manually created by a solo developer.
StudioFDS
-Jun 3, 2026
Project:Taco
In-game content
arttext
An AI tool was used for the background images, along with translation tools such as Google Translate.
Gamelive.Studio
-Jun 3, 2026
Super Arcade Soccer 2026
In-game content
art
Some UI elements of this game are created with AI generative.
Calvary Games
-Jun 3, 2026
G.H.O.S.T. Ghost Hunt Ops Special Team
In-game content
artaudio
Some 3D models (not all), some images (not all), voice acting.
Program Man
-Jun 3, 2026
Rabbit Claw Party
In-game content
textart
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
ZT-Studio
-May 23, 2026
RePair in the Space
In-game content
text
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
2JDev
-May 23, 2026
图说八道
In-game content
art
Some art assets, promotional materials, or puzzle images in this game may have been created with the assistance of AI tools. All AI-assisted content is reviewed, edited, selected, and finalized by the developer before being used in the game. The game does not include live generative AI features. Players will not enter prompts or generate new AI text, images, audio, or other content during gameplay. AI is only used as an auxiliary art creation tool during development.
StarryMatrix
-May 23, 2026
The Blade
Unclear
codeaudio
代码和BGM
阿桑工作室
-May 23, 2026
水果贪食蛇
Store/marketing
arttext
Some store graphical assets, store copy drafts, and internal development materials were generated or assisted with AI tools. The game itself does not generate AI content during gameplay.
BAI XIAOGUANG
-May 23, 2026
Call of Toys: Tower Defense
Store/marketing
art
AI-generated images from the Steam store (3D version of the game's 2D creatures)
Bakart Games - Rômulo
-May 23, 2026
ARB: Alien Races Battle
In-game content
arttextcode
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Raphael Tremblay
-May 23, 2026
278 results
Missing a product? Let us know