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: Lore-Rich
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Eidolon code: Lost frame In-game content art | Some environmental art and visual assets were created with AI-assisted tools and further edited as part of the game's art pipeline. | Koneko Games | - | Jul 13, 2026 | |
LEXICON Dev only art | As a solo developer I have used AI to help review features and generate base artwork before editing. | T-Squared Games | - | Jul 11, 2026 | |
You Are Not the Chosen One In-game content artaudiocode | Some of this game's assets were created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. This includes art assets such as character portraits, location backgrounds, and promotional artwork, as well as sound. The game's code was written with AI coding tools under the developer's direction. The game's design, systems, writing, and creative direction are human-authored and directed. | Acharya Interactive | - | Jul 11, 2026 | |
半日酒馆 In-game content artaudiotext | 《半日酒馆》的所有核心内容——包括剧本(约20万字)、美术插画(场景、角色立绘)、背景音乐及音效——均在开发过程中借助 AI 工具生成或辅助创作,后经开发者人工筛选、修改、编排及整合,最终成为本游戏中的完整资产。游戏运行时不含任何实时 AI 生成内容,全部体验均为预先制作的固定成品。 | RICE PUDDING COMPANY | - | Jul 11, 2026 | |
Cube Crawler In-game content textaudio | Generative AI was used to assist with some in-game text and voice narration. All content was reviewed and integrated by the developer. | FreeTimeDevelopment | - | Jul 10, 2026 | |
铁门之下 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 9, 2026 | |
Panopticon text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 38 | Jul 8, 2026 | |
A Night Duty text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 96 | Jul 8, 2026 | |
Band of Mercenaries In-game content arttext | Most of the images used in the narrative mode scenes were initially generated using generative AI and subsequently refined through manual editing. Generative AI was also employed to assist with the translation of the narrative text. | Padakodart | - | Jul 7, 2026 | |
Soul Monsters: The Machine Kingdom and the Lich Queen In-game content art | This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay. | Industrial Miracle | - | Jul 7, 2026 | |
No Results Found In-game content art | This game includes pre-generated content created with the assistance of generative AI during development. Generative AI was used to help create certain 3D models and some in-game image assets. All AI-assisted content was reviewed, edited, and approved by the development team before being included in the final game. | Zzangdol Games | - | Jul 7, 2026 | |
Erevael In-game content arttextcode | Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod. | DAB Vibe Gaming | - | Jul 7, 2026 | |
Shao Song I In-game content art | 游戏中的开场CG(13秒)、和游戏过程中的部分动画都使用了AI进行生成,游戏内部分角色头像、角色技能和物品图标也使用了AI生成。 | 互动之星 | - | Jul 6, 2026 | |
Action & Automation In-game content artcodetext | Action & Automation is not only how the game plays, it is how the game was made.
As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action.
For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization.
No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems.
Human-designed. AI-produced. That is Action & Automation. | pflovv | - | Jul 5, 2026 | |
Netshell Live AI text | Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently.
All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story.
Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text. | Beyond Logic Labs | - | Jul 5, 2026 | |
Wagonlight Unclear art | for art | Hubel | - | Jul 4, 2026 | |
Dungeons & Donuts In-game content text | We use claude/codex to help us translate our story to other languages. Members of the development team speak these languages:
- English
- Romanian
Outside of these languages, all story is translated with the help of AI. The narrative itself is being written by one of the developers and without the help of AI | Sas & Sons Game Studio Inc | - | Jul 4, 2026 | |
Black Hollow In-game content artcode | AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements.
All code, models, and UI elements were edited and finalized by me before implementation into the game. | PolyPixel Interactive | - | Jul 3, 2026 | |
cutichoria In-game content textcode | AI was used to assist with some translations and programming. All artwork and story content were created by human. | PurpleSealJam | - | Jul 3, 2026 | |
Red Reconquest In-game content art | AI image generation tools (ChatGPT/DALL-E) were used to create unit artwork, faction sprites, and promotional images for this game. No AI was used to generate game code, narrative text, or audio content. | Lozack Gaming | - | Jul 3, 2026 | |
Gods Shall Tremble Unclear arttextcode | Everything is AI generated... I built my own AI Agent harness, and then used it to build this game... 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... and i think you'll be surprised when you see it. | Daniel Olver | - | Jul 3, 2026 | |
Liminal Protocol art | Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons. | Rabbit House Games | - | Jul 2, 2026 | |
Deadline Works In-game content art | Store page artwork (capsule images and header) was created with
the assistance of AI image generation tools (Stable Diffusion /
Flux). All in-game content, text, and gameplay logic is
human-authored. No AI is used to generate content during gameplay. | Rivetforge | - | Jul 2, 2026 | |
Letters From The Dead Store/marketing art | Ai was used to help generate artwork for the steam page | Bludgames | - | Jul 2, 2026 | |
TideFall In-game content arttext | TIDEFALL uses generative AI in parts of its development:
• Some 2D artwork and the store/marketing images were created or assembled with the help of AI tools, then edited and reviewed by the developer.
• The Korean and Simplified Chinese localizations were produced with AI assistance and reviewed for quality and consistency.
All music and sound effects are human-made, openly-licensed (CC0) works and are not AI-generated. No generative AI runs while you play — the game generates no content or code at runtime and connects to no external AI service. | RootWaves | - | Jul 1, 2026 | |
MV幻想冒险 Store/marketing art | 商店页面的视频首页图,宣传图,使用了AI生成的图片。 | 枫梅工作室 | - | Jul 1, 2026 | |
Luck & Tactics In-game content arttext | Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials. | Frostbyte Forge | - | Jul 1, 2026 | |
BCI: A Telepathic Romance In-game content art | Some of the game's artwork was created with the assistance of AI tools.
This game contains a neural network model. | XieXing Game | - | Jun 30, 2026 | |
Fantasyforyou In-game content art | Some game artwork and visual assets were created with the assistance of generative AI tools during development. | GNISoft Co.,Ltd. | - | Jun 30, 2026 | |
The Carcass In-game content arttext | The Carcass was made by a solo developer with the help of generative AI tools.
The following player-facing content was produced with AI assistance, all of it
directed, curated, and finalized by the developer:
- Store capsule and marketing artwork: the game's Steam capsule/header images
were created with AI image-generation tools.
- Localization: translations into the supported languages were produced with
AI assistance and reviewed for quality.
The game does not generate any content live during gameplay, and it does not
connect to any external AI service while you play. All AI-assisted content was
selected and finalized by a human. | PiqFocus Interactive | - | Jun 28, 2026 | |
Arcadia Unbound Live AI text | Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue.
Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes.
All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content. | Immersion Games Inc. | - | Jun 28, 2026 | |
NULL//REBORN In-game content arttextaudiocode | NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline.
I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life:
- generating the art,
- fleshing out the script,
- composing the music, and writing the code.
Every element was guided by human intent and shaped by AI execution. | SlothByte Games | - | Jun 28, 2026 | |
Ravengate: The King’s Last March In-game content audioart | Some sound effects and models were created with the assistance of AI tools. | Ravengate Games | - | Jun 28, 2026 | |
Mirror of Destiny In-game content art | Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement. | Fandoor Studio | - | Jun 28, 2026 | |
Apprentice Ascending In-game content art | On some card illustrations, ui panel borders. | Bluebuck | - | Jun 28, 2026 | |
Les Ombres de Dry Creek In-game content art | The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience. | Pascal Ragaigne | - | Jun 28, 2026 | |
The Crown of The Vermillion Devil In-game content art | AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it. | Dylan Williams | - | Jun 28, 2026 | |
巨獸與傭兵 In-game content art | All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs. | 巨兽 | - | Jun 28, 2026 | |
LostEcho In-game content artaudio | Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers. | DominamCheng | - | Jun 28, 2026 | |
The Purge of the Crystals Store/marketing art | Ai was solely used in the creation of capsule art. The artwork is a stylized version of a rendered 3D image directly from Unity. | Poetic Visuals | - | Jun 28, 2026 | |
Cogfall In-game content artaudio | Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer. | Nodding Panda Studios | - | Jun 28, 2026 | |
心灵阈值 In-game content arttextaudio | AI tools were only used in the development phase for code, textures, texts, audio and music production. There is no player-accessible AI generation feature or external AI service connection in the released game, and all built-in content has passed full manual compliance review. | 岚爱万七 | - | Jun 28, 2026 | |
Cursed Merchant of Kyoto In-game content art | Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay. | aomaru works | - | Jun 28, 2026 | |
CODEX : RECALL Dev only code | Generative AI tools were used only as programming assistance during development, such as code reference, debugging support, and workflow optimization. No player-facing art, story, audio, localization text, or gameplay content was generated by AI. | 图灵之书工作室 | - | Jun 28, 2026 | |
月之冕 In-game content arttext | The developers utilize AI tools to assist in the initial concepting and intermediate rendering phases of certain 2D art assets, UI elements, and narrative cutscenes. However, all generated materials are heavily repainted, manually edited, and refined by our artists to ensure they align with the game's dark fantasy aesthetic. No raw, unedited AI generation is used in the final product. All core gameplay mechanics, level design, and technical systems are 100% | 不倒龙工作室 | - | Jun 28, 2026 | |
Guardian of Waterveil In-game content audiotextart | Large portions of the game’s background music, sound effects and written texts, together with a limited selection of models and texture assets, were created with AI tools. | Jack Yang | - | Jun 28, 2026 | |
叹观止的古修模拟器 In-game content codetext | Pre-generated content (Pre-Generated)
During the development of this game, AI tools were used to assist in the creation of the following pre-generated content:
Code assistance: Some game logic codes are written and debugged with the help of AI. All the codes have been reviewed and tested by humans.
Localization and store copy: The English translation and Steam store page copy were initially drafted with the assistance of AI, and then reviewed and refined by the developers.
Real-time Generated Content (Live-Generated)
This game does not contain any real-time AI-generated content during its operation. All game graphics, text, and numerical values are pre-set content or determined through player actions in a deterministic manner, and no generative AI interfaces are invoked. | DUAN ZHIMING | - | Jun 28, 2026 | |
记忆收藏家 · The Memory Mender In-game content artaudio | This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are
called at runtime. | Xiang | - | Jun 28, 2026 | |
Orbital Checkpoint In-game content artcode | We believe in complete transparency with our players. Orbital Checkpoint was developed by an indie creator utilizing AI tools as a creative and technical assistant. Here is exactly how these technologies were integrated into the project:
• Graphics & Visual Assets: AI tools were used to help generate, refine, and iterate on character portraits, environmental backgrounds, and item icons. All imagery underwent manual editing and curation to ensure a consistent retro-futuristic art style.
• Music & Sound Design: All music tracks and sound effects were produced traditionally using hardware and software synthesizers. AI was not utilized in the creation or composition of the game's audio.
• Coding & Development: The codebase was written and implemented by the developer with the assistance of AI tools to help write specific scripts, optimize logic, and debug errors.
All assets are completely static and pre-rendered within the final build. No real-time or dynamic live-generation of AI content occurs during gameplay. | VitalGrid Games | - | Jun 27, 2026 | |
Cradle of the Dark Brood Dev only textcode | LLMs has been used for debugging, documentation, coding, and also for improving of grammar of some text. | RyuseGames | 30 | Jun 27, 2026 |
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