AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+401 this week
76%
Visual AI
most common disclosure type
76% of all disclosures · 3.1x vs audio ai
31
31%
use AI for 2+ purposes
5987 of 19,127 products
tag: Loot
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
mythorune Live AI text | Pre-rendered AI Generated content was used in this game. Optionally, NPCs and Bosses can chat to you using LLMs if the host players have an ollama api instance open. If this is an issue I will remove the feature from the game. | Team Mythorune | - | Aug 11, 2026 | |
Lord of the Grind Store/marketing art | Steam Store Page Capsule Images are Created by AI. | Musa GUNGOR | - | Aug 11, 2026 | |
Crownsink In-game content artaudiocode | Crownsink is a hand-crafted game built the modern way: the developer writes and directs the code with the support of AI tools, while every sprite, sound and note of music springs from the game's own hand-written algorithms. | Lunvero Studio | - | Aug 11, 2026 | |
Abraxas Online In-game content art | Generative AI was used during development to create or assist with some pre-generated visual assets, including character, item, environment, and Steam store capsule, library, and marketing artwork. All output is selected, edited, integrated, and reviewed by the developer. No content is generated during gameplay. | Juan Micheli | - | Aug 11, 2026 | |
Spellk In-game content audioart | Spellk uses AI for some of it's music and art. The aim is to replace the AI elements with human made ones at some point; but that is not guaranteed. | bascorp | - | Aug 11, 2026 | |
Lowbar Legends In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Aug 11, 2026 | |
Dark Monastery In-game content art | Artwork, capsules for steam and some game UI screens background image in Options, Main Menu, Craft, Inventory | Torhonskyi Bohdan | - | Aug 11, 2026 | |
Steal & Sell Simulator In-game content art | Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists. | DreamWay Games | - | Aug 11, 2026 | |
PartyScape Chronicles In-game content art | AI was used to generate graphical assets. | Xonzer! | - | Aug 8, 2026 | |
TOUHOU IDLE In-game content art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | FIVE DUCK GAMES | - | Aug 8, 2026 | |
Monto: TB or not TB Store/marketing artcode | During the development, we used generative AI on our capsule image and code-completion AI agents such as Copilot and Codex. | d'Evo | - | Aug 8, 2026 | |
Crawler 3D Unclear | Some assets have been created with the help of AI. | Wasdeq Games | - | Aug 7, 2026 | |
Wildmark In-game content artaudiotext | Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | Aug 7, 2026 | |
神临 Unclear art | Use AI to assist with openness and appropriately generate various game materials! | 青灯独酌 | - | Aug 7, 2026 | |
Crimson Engines In-game content art | "We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics." | Alphasin | - | Aug 7, 2026 | |
Holy Warriors : The Rift In-game content artaudio | The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay. | Giovanni Perrone | - | Aug 7, 2026 | |
SummonFall In-game content artcode | Generative AI tools were used during development to assist with portions of the game’s code and to create or refine some pre-rendered 2D artwork, including character sprites and portraits, item icons, and environment assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content or code during gameplay and does not connect to an external AI service during gameplay. | Gerald Panteria | - | Aug 7, 2026 | |
Bid Wars Dev only | Some assets were created with the help of AI serving mainly as inspiration. | Fat Dragon Studios | - | Aug 7, 2026 | |
Group Idlemen Dev only artcode | A few small things like code organization & small images. | GroupIdlemen | - | Aug 5, 2026 | |
IRON EDEN In-game content codeaudio | IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer. | Breno Lubacheuski | - | Aug 5, 2026 | |
Soulforge Legends In-game content art | Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service. | RaBBiT Studios | - | Aug 5, 2026 | |
Harvest Them In-game content artaudiotext | Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game. | FromDown Games | - | Aug 5, 2026 | |
DepthLoot In-game content textaudio | - All in-game art was hand-drawn by several artists
- The game cover and logo were hand-drawn by an artist
- Translations from English into other languages were partially done using artificial intelligence, because hiring professional translators is expensive for us, and they often rely heavily on AI for their translations. So if you notice an error in the text, please let us know so we can correct it.
- Some of the background music was created using AI | ValiantLight | - | Aug 5, 2026 | |
Arena of the Forge In-game content audioart | Certain Audio and UI Elements were generated or heavily assisted through AI generation. | SHIGH Games | - | Aug 4, 2026 | |
Raiding Season Store/marketing art | AI Generated steam capsule. No AI art in game. | Horse Pocket Games | - | Aug 4, 2026 | |
Path of the Retired Adventurer In-game content artcode | AI was used to generate code and art assets. | Nightfeather Studio | - | Aug 4, 2026 | |
Loot Survivors In-game content arttext | Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build. | Banana | - | Aug 4, 2026 | |
FATE PACK In-game content art | To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background. | RiseMinnow | - | Aug 4, 2026 | |
Heretic's Fork - RAPTURE In-game content text | Steam page localized via AI. Everything else has been human-made. | 9FingerGames | - | Aug 4, 2026 | |
DragonFire: Defense In-game content arttext | AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game | DodoModo | - | Aug 4, 2026 | |
Lagan Salvage Run In-game content arttext | All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI. | Drumlin | - | Aug 2, 2026 | |
The Loomsong Chronicle Idle In-game content artaudiocode | AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game. | Nitrocodon Dynamics | - | Aug 2, 2026 | |
Zone//Zero In-game content art | Generative AI was used in the creation of some of the digital assets in this game. | OmniVibe | - | Aug 1, 2026 | |
Mega Dig In-game content art | Some artwork in this game was edited with the assistance of generative AI tools as part of the development process. | Sergey Bedrosyants | - | Aug 1, 2026 | |
赛博神话:悟空 Store/marketing art | Used for generating image information such as game covers and UI. | CyberMoonStudio | - | Aug 1, 2026 | |
Combo Break Dev only code | Helped find minor coding bugs/issues and coding suggestions. | IncrementalGaming | - | Jul 30, 2026 | |
Bounce Intelligence In-game content audio | The background music in this game was created using generative AI tools. All other content — artwork, code, gameplay systems, and design — is made by humans. | tobinekodou | - | Jul 30, 2026 | |
Roguelike Bricks Store/marketing art | Generative AI tools were used to assist in creating some pre-generated 2D visual assets and promotional artwork. All generated material was selected, edited, composited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player data to generative AI services. | Hunmo | - | Jul 29, 2026 | |
Everdeep Idle Dev only artcode | AI-assisted tools were used to help accelerate my solo-development, primarily for coding assistance and creating some placeholder or supporting visual assets. All game flavor, mechanics, systems, and were created and designed by me. | SeveredGD | - | Jul 29, 2026 | |
三国掷:崛起 In-game content artaudiotext | This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles. | 星组游戏 | - | Jul 29, 2026 | |
Ironwake In-game content artaudio | Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations,
backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed
third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created
using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the
developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game. | Seahorse Games | - | Jul 27, 2026 | |
The Ancient Caverns In-game content artaudio | Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time. | Meridian Studios | - | Jul 25, 2026 | |
66 Lives In-game content art | AI was used for some asset/card art only. No live AI generation." | Comismele | - | Jul 25, 2026 | |
挂机魔王 Unclear | 1.Some scenes
2.promotional renderings。 | Ashforge Games | - | Jul 25, 2026 | |
Just Five More Minutes In-game content arttext | Some of this game's artwork — including key art, the main-menu background, and store/marketing images — was created with the help of generative AI (Midjourney) and then curated and edited by the developer.
Everything else, including gameplay, code, sound, and the in-game pixel art, is human-made or from licensed asset packs. No AI-generated content is produced live while you play.
Some in-game text translations were produced with AI assistance and reviewed for accuracy. | Meridian Studios | - | Jul 25, 2026 | |
Valenfeld In-game content arttext | Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios | Metatransformer Studios | - | Jul 25, 2026 | |
biomraid In-game content codetext | Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization. | Karacho Games | - | Jul 25, 2026 | |
Fractal Descent In-game content art | Generative AI tools were used to help develop some in game assets. | AEVO | - | Jul 25, 2026 | |
EX-Tractus In-game content text | AI assisted translations. | gameSessa | - | Jul 25, 2026 | |
Grimspire In-game content art | Some in-game item icons are created with the help of AI-assisted generation tools. | GuavaPurr Studio | - | Jul 23, 2026 |
720 results
…
Missing a product? Let us know