Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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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.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Generative AI was used during development as a programming assistance tool and to help create selected pre-generated visual assets and marketing materials. All such content is reviewed and curated by the developer. Battle Animator does not generate AI content during runtime and does not connect to external AI services.
IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool.
The game does not generate any content with AI during gameplay.
All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
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 was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Generative AI was used during development as a programming assistance tool and to help create selected pre-generated visual assets and marketing materials. All such content is reviewed and curated by the developer. Battle Animator does not generate AI content during runtime and does not connect to external AI services.
IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool.
The game does not generate any content with AI during gameplay.
All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
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 was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.