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: Looter Shooter
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Void Swarm Store/marketing art | AI has been used to adapt the cover art to Steam's specific dimensions and requirements. | Gamez-Studio | - | Jul 11, 2026 | |
Garden Defence In-game content art | Generative AI was used to assist in the creation of the visual assets displayed on the Steam store page, including capsules, promotional artwork, backgrounds, and other marketing images. AI was also used to assist in the creation of certain 2D visual assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included. No generative AI is used during gameplay or by players. | Team Toggenburger | - | Jul 9, 2026 | |
Subject Zero : Benzene Protocol Dev only | This AI usage is strictly limited to development assistance and does not generate any content in real-time for the players. | NoHopes Team | - | Jul 9, 2026 | |
FIRE. HOLD. REPEAT. In-game content art | Some visual assets in this game were created with the assistance of AI generation tools, then manually corrected and finalized. No AI is used during gameplay. | SLICEMENICE | - | Jul 8, 2026 | |
Little Drone TuTuTu In-game content codetext | AI Assisted Coding
AI Assisted Localization | Illumina Games Co., Ltd. | - | Jul 8, 2026 | |
Neophyte Protocol In-game content audioart | This game uses generative AI to assist with the creation of certain voice lines and some in-game icon artwork. All AI-generated content is reviewed and curated by the developer before inclusion in the game. | Ironwerks Studios | - | Jul 7, 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 | |
Dread Protocol In-game content textaudio | Localisation: The game's interface text was localised into 11 languages (French, Spanish (Latin America), Italian, German, Portuguese (Brazil), Russian, Simplified Chinese, Korean, Japanese, Polish, Turkish) with the assistance of AI tools. All original English source text was written by the developer.
Voice-over: Some in-game voice-over was created using AI voice generation, used alongside recordings from real voice artists.
Music: Two background music tracks heard on in-game radios were generated with AI tools, then filtered and edited by the developer in FL Studio.
Store art: The capsule artwork combines a hand-made logo created by a commissioned artist with an AI-generated background. | Meat Lab | 19 | Jun 28, 2026 | |
Pluck Em! Dev only artcode | Assets and most of the coding was done through AI tools | Hidden Spark Games | - | Jun 28, 2026 | |
Hunters Trial : One Breath In-game content art | Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface. | White Iron Games | - | Jun 28, 2026 | |
Guns & Dragons In-game content art | Generative AI tools were used during development to assist with the creation of some in-game artifact artwork. AI-generated outputs may have been used as references or base images, then manually edited, curated, and finalized by the development team.
No generative AI content is created during gameplay. The game does not connect to any external AI services while running. | ABUTTON Inc. | - | Jun 28, 2026 | |
World: 23806 In-game content art | Some 2D artwork, in-game images, item icons, and promotional/store images were created with the help of generative AI tools during development. These assets were manually reviewed and edited before use. The game does not use live generative AI to create content during gameplay. | Ean | - | Jun 28, 2026 | |
Compliance Auditor codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 28, 2026 | |
哥布林狂想曲 In-game content art | 游戏部分素材初步采用 AI 辅助,经大量人工创意修改与优化。 | 冷却猫 | - | Jun 27, 2026 | |
HollowCity:EscapeFromSeoul In-game content audiotext | Generative AI was used to assist with sound design and localization. | StudioHeorang | - | Jun 27, 2026 | |
Ore Bastards In-game content art | AI-assisted tools were used in a limited capacity during development, in line with modern creative production workflows, to help create the game’s cover artwork and certain in-game illustrations.
All AI-assisted materials were manually reviewed, edited, refined, and adapted by our team before being included in the game or on the store page. These assets were not used in their original generated form.
The game does not use live generative AI during gameplay. | INDIELLIGENT | - | Jun 27, 2026 | |
Deadclaim Dev only code | AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists. | 𝕾𝖍𝖊𝖗𝖕𝖆 | - | Jun 26, 2026 | |
Streamer Survival In-game content artcode | AI is used on an ad hoc basis for: 3D model texturing, code assistance, and references for asset modeling. It does not affect gameplay or interactive content. | mein74555 | - | Jun 11, 2026 | |
BOTMARE Store/marketing art | Some image and video clips were created using AI | Junchen Li | - | Jun 11, 2026 | |
Turno Nocturno In-game content arttext | Artificial Intelligence was used as a supportive tool during the early stages of development, primarily for idea generation, documentation structuring, and general content review.
AI was also used to create certain placeholder images during the conceptual phase. These assets are temporary and will be replaced, as they are not intended to be part of the final version of the game.
All final game content, including design, gameplay systems, mechanics, artwork, and programming, has been manually created, implemented, and validated by the developer, along with licensed assets from the Unity Asset Store and contributions from freelancers (all properly credited). | UnderZero Studios | - | Jun 10, 2026 | |
重生修仙 In-game content art | Immortal Rebirth utilizes generative AI for some in-game icons. | RuYan | - | Jun 9, 2026 | |
Blackstrike Protocol Store/marketing art | The game wasn't made with AI, but the marketing photos for the game were made with AI. | Crazy Games | - | Jun 5, 2026 | |
Cypherpunk In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
No Road Home In-game content audio | AI-generated voice acting is used for some NPC dialogue. All gameplay mechanics, level design, and core game content are handcrafted. | Nextnity Studio | - | 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 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
Blux Unclear | AI as part of modern development workflows | fat old bastards | - | Jun 3, 2026 | |
Playful Pursuit In-game content artcode | Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI. | Ometecuhtli Entertainment | - | Jun 3, 2026 | |
Capyverse Odyssey In-game content art | Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios. | Metazooie Studios | - | Jun 3, 2026 | |
哈基米的海上漂流 In-game content art | Game loading interface and game icon generated by AI | 哈基米 | - | May 23, 2026 | |
The Acorn Protocol In-game content audio | This game contains AI-assisted content, including voice performances and music. Without it, the visuals would likely resemble the work of a sleep-deprived stick figure artist. All AI-assisted content was deliberately directed, reviewed, and approved to serve the game's specific creative vision. No AI generates content during gameplay — everything was put here on purpose. Probably. | Atlas Labs Games | - | May 23, 2026 | |
Skillpoint Warrior Unclear codeart | Coding assistans, Concept Art | Simon801 | - | May 23, 2026 | |
Scum's Errand In-game content artaudio | AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team. | Pedro Sgobin | - | May 23, 2026 | |
Chicken and Tank Unclear | Partial materials | DarkStarCloud | - | May 23, 2026 | |
Looter Survivors In-game content codeartaudio | This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources. | iida-lab | - | May 23, 2026 | |
The Last Leukocyte Dev only code | Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay. | Ballpoint Studios | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
Total RepeAt In-game content audioart | This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion. | Total RepeAt | - | May 23, 2026 | |
Eternal Spring: Oblivion In-game content art | Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay. | MilitaryOblivion | - | May 23, 2026 | |
Flavors of Spain In-game content art | The code, mechanics, and gameplay of 'Sabor de España' do not use generative Artificial Intelligence. However, some promotional graphic elements displayed exclusively on the Steam store page (such as store headers, promotional banners, and base logo designs) have been created or refined with the assistance of AI image generation tools. | Manuel Bago Cobo | - | May 23, 2026 | |
Blitz Haul In-game content codetext | AI coding tools were used during development to assist with writing game code and store page text. All game content (gameplay, visuals, audio, level design) was created and reviewed by the developer. No AI generates content at runtime. | Joseph & Theo van Kraay | - | May 23, 2026 | |
Star Array In-game content arttext | During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content. | 闲造工作室 | - | May 23, 2026 | |
Trainferno In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game/help text into multiple languages. | INDIELLIGENT | - | May 23, 2026 | |
StarStruck Unclear | Some Assets were created with AI. | Bobbville | - | May 23, 2026 | |
Hellforged In-game content art | Hellforged utilizes generative AI for some of the in-game icons. | Moonpyre | - | May 23, 2026 | |
Codex Solis: Purrgatorium In-game content artaudio | I’m a solo developer and I use my own cat photography in the game. Some of those photos were transformed into in-game card art with generative AI. Both my original photography and the card art based on it are included in the game. Voice lines in the intro cinematic were also generated with AI. Generative AI is also used when generating stylized weapon & power-up cards. Final assets were selected and edited by the developer. | Illusoric Games | - | May 23, 2026 | |
Dude The Dark Agent Dev only artcode | Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game. | ismail ozel games | - | May 23, 2026 | |
Afterlight Store/marketing art | Certain visual assets, including the game’s logo and box art, were created with the assistance of AI tools and may have been further refined or edited by the developer | Afterlight Studios | - | May 23, 2026 | |
The Refuge In-game content arttextaudio | As a solo developer, I utilized generative AI tools during the development process in the following ways
- Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency.
- Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide.
- Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality.
All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay. | TheLittleGames | - | May 23, 2026 | |
Outposters In-game content art | Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems. | Capuchin Games | - | May 23, 2026 |
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