AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+553 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: Minimalist
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ultracode Dev only codeartaudio | Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline. | Lava Block | - | Aug 11, 2026 | |
Arithmetrick In-game content artaudio | The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay. | WeiLuo | - | Aug 11, 2026 | |
Beehive Simulator Store/marketing art | Only the game's logo was generated using AI, solely as a temporary placeholder. It will eventually be replaced with artwork created by a human artist. | Eragone | - | Aug 11, 2026 | |
Commit!!! In-game content textart | Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime. | gand-tr | - | Aug 11, 2026 | |
STO:REAM AI Voice Adventure Live AI text | Generative artificial intelligence is used in this game for the following purposes:
・Interpretation of fluctuations in input voice instructions
・Flavor text regarding actions during the adventure | パティオ | - | Aug 11, 2026 | |
Dice Factory In-game content text | Dice Factory is translated to English & French by me.
For all the other languages, I was helped by AI. | mrTodo | - | Aug 11, 2026 | |
Tunnelborn Store/marketing art | As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos. | CROCFISH | - | Aug 11, 2026 | |
Godheart Dev only codetext | AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language.
I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me. | Dagmar Games | - | Aug 11, 2026 | |
World War Chess Unclear art | Very few of the models are AI Generated, and I want to remove those models once I have the time | Lanse | 18 | Aug 11, 2026 | |
Detonate & Dash In-game content audiotextart | Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play. | Jose Montalvo | - | Aug 10, 2026 | |
プールサイドの記憶 In-game content artaudiocode | Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content. | SF Create | - | Aug 10, 2026 | |
Magnet to Planet Dev only art | AI was used only during early development for temporary placeholder assets. These materials are not intended to be included in the final shipped game.
The game does not use live-generated AI content during gameplay. | Magnet to Planet | - | Aug 10, 2026 | |
Tactician In-game content textart | AI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists. | Interlink Games | - | Aug 10, 2026 | |
Fish Lab In-game content textaudio | No AI-generated images and I made all the music by hand. Some text may be translated with AI. | stonecodes | - | Aug 10, 2026 | |
20 Trials to Heaven In-game content text | Generative AI tools were used as a development assistant for portions of written text, localization, Steam store page copy, and technical troubleshooting. The game's artwork, animations, music, sound effects, and level design were not generated by AI. All AI-assisted material and technical suggestions were manually reviewed, edited, and implemented by the developer, and several localizations were additionally reviewed by native speakers. The game does not generate AI content during gameplay or connect to external AI services. | Rodel Pacheco | - | Aug 8, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
Liminal Space Holiday In-game content art | The only Ai Artwork used are for the cardboard cut out characters.
All the Paintings in the game are my own Oil Paintings. | Ravenhome Studios | - | Aug 8, 2026 | |
BeBalance In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated content,including some balance-object artwork, reflective text, localization, store-page copy, and selected marketing artwork. All generated outputs were manually reviewed, curated, and edited by the developer before being included. The game does not use generative AI at runtime and does not generate or modify player-facing content during play. | Starray | - | Aug 8, 2026 | |
Aura Farmer 67 In-game content artaudio | All this game images and sounds are generated with the help of IA tools. | saBOR Gamedev | - | Aug 8, 2026 | |
The Endless Sky In-game content audioart | Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal. | SundayGames | - | Aug 8, 2026 | |
YOU ARE NEWTON In-game content arttext | Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | YOU ARE NEWTON | - | Aug 8, 2026 | |
Space Interface In-game content art | The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI. | Hbit LLC | - | Aug 8, 2026 | |
Harvest Deadline In-game content arttext | Some visual assets, store page artwork, marketing materials, and localized store text were created or assisted using generative AI tools. All AI-assisted content is reviewed and curated by the developers before being used in the game or on the Steam store page. | Second Wind Games | - | Aug 8, 2026 | |
ColorShift Store/marketing art | Generative AI was used to create the capsule artwork displayed on the Steam store page. No AI-generated content is used during gameplay, and the game does not use live-generated AI. | Boötes Dreams | - | Aug 8, 2026 | |
Algorithms Dev only | Test cases, hints, solutions, testing and validation was assisted by artificial intelligence. | Chilling Moose Games | - | Aug 7, 2026 | |
PIGMENT LAB In-game content artaudio | The artwork in this game (backgrounds, menu art, the still-life and landscape references used as puzzle targets, achievement medals, and store art) and the music were created with generative AI tools, then selected and adjusted by the developer before inclusion. No content is generated live during gameplay. | Q-Lab Games | - | Aug 7, 2026 | |
The Highest School: Don’t Look Down Store/marketing art | Only images for steam Capsules | UnnamedCreators | - | Aug 7, 2026 | |
1.44MB RESCUE In-game content audioarttext | AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation. | Soarinto Inc. | - | Aug 7, 2026 | |
KERF: Sawmill Tycoon In-game content audioarttext | This game uses generative AI tools for some of its pre-made content. The soundtrack and some sound effects were created with AI audio tools. Some 3D models (such as vehicles and NPC characters) started as AI-generated drafts and were then manually reworked. Translations of the game's interface from English and Polish into the other supported languages were prepared with AI assistance. All AI-assisted content was reviewed by the developer. No content is generated by AI during gameplay. | MGDB Studio | - | Aug 7, 2026 | |
Rot & Bloom In-game content art | Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime. | Loam | - | Aug 7, 2026 | |
アルティメット伝言ゲーム Store/marketing art | Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay. | oremosouomou | - | Aug 7, 2026 | |
Snake Extended In-game content text | AI to translate. | Noninoni | - | Aug 7, 2026 | |
Traffic Architect In-game content art | Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer. | Green Signal Games | - | Aug 5, 2026 | |
WSudoku Store/marketing codetextart | Generative AI tools were used to assist with programming, debugging, and improving written content.
However, the developer remained fully responsible for the game's design, direction, overall programming, integration, testing, and all final decisions.
Promotional materials and store page artwork were created with the help of generative AI and then reviewed and edited by the developer. No generative AI is used during gameplay or connects to external AI services. | Kvass Games | - | Aug 5, 2026 | |
CURB SERVICE Dev only code | This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.
No AI was used to generate any images, audio, text, or design.
Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch. | GamesCorp | - | Aug 5, 2026 | |
Hearts Extreme In-game content art | Pre-generated generative AI tools were used during development to assist in creating promotional artwork, background graphics, and card concept visuals. | Hwantastic Games | - | Aug 5, 2026 | |
Moho-Moho DX In-game content artcode | This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay. | Factory Digital Entertainment | - | Aug 5, 2026 | |
OtherWorld: Infinite Loop In-game content text | Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material. | Vegecat Games | - | Aug 5, 2026 | |
Stick Legion In-game content text | Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play. | Vanishline Games | - | Aug 5, 2026 | |
Cube Sweeper In-game content art | Cube Sweeper used AI assistance during development in two places. Some of the game's handcrafted curated boards began as AI-generated shapes, which were then validated and certified solvable by the game's own logic engine before anything shipped, exactly like every other board in the game. Store page artwork production was aided by AI-assisted tools. No AI is used at runtime. The puzzles are generated by a deterministic system. | Hinten Software | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
The Last Night of Olivia Harrow In-game content art | Some of the pictures used in this game we're created with the assistance of A.I. | Cipher & Clue | - | Aug 5, 2026 | |
GG Life In-game content art | This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play. | AfterGlow Games | - | Aug 5, 2026 | |
FinSim In-game content art | AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated. | FinSim | - | Aug 5, 2026 | |
Tail Recursion In-game content audio | Music — the background tracks were generated with AI. | DEV505 | - | Aug 4, 2026 | |
Kinetether In-game content artcode | Artificial intelligence tools were used throughout development, assisting with the game’s programming as well as the creation of capsule artwork and other minor graphical assets. | Nilan Funcke | - | Aug 4, 2026 | |
Takeout Mania Dev only | AI was used throughout to assist in the development of this game. | Alagesia | - | Aug 4, 2026 | |
Wayfarer Protocol In-game content textaudioart | During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights. | OC Studios | - | Aug 4, 2026 | |
Siege In-game content art | Cards art was done with Generative AI.
The background art, win/lose/tie screens, and several effect images | Emas | - | Aug 4, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 16 | Aug 3, 2026 |
1,213 results
…
Missing a product? Let us know