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: Mining
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Toilet In-game content art | Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay. | Cankut Keskin | - | Jul 13, 2026 | |
Tsushima Incremental In-game content textart | Localisation and some icons were generated with Ai. | Zouzou | - | Jul 9, 2026 | |
挖个蛋 In-game content textart | Some early designs of characters were assisted by AI, and the initial animations of some characters were also aided by AI.
Utilize generative artificial intelligence to aid in the translation and localization of menu texts and interface elements. | Fourfold Compass | - | Jul 9, 2026 | |
No Man's Mines In-game content art | This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use. | Auscan Games | - | Jul 8, 2026 | |
Astaryn: RPG Idler Store/marketing art | Some images have been generated with AI after the initial launch. | Karl Eriksson | 18 | Jul 7, 2026 | |
Idle Pocket Crafter 2 In-game content text | 100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages. | Ruoto Games | - | Jul 4, 2026 | |
The Big Suck In-game content art | AI tools were used to assist with promotional artwork, capsule art, and visual concept iteration for The Big Suck. Final art direction, selection, editing, game design, programming, balancing, and implementation were done by the developer. AI was used as a creative production aid for a small indie project, not as live-generated gameplay content. | Critics Arcade | - | Jul 3, 2026 | |
Zerion: Infinite Space art | Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion. | Gilberto Avalos | - | Jul 3, 2026 | |
须弥仙业 In-game content artaudio | Some of the artwork and animations in this work were created using AI tools.
Some of the music in this work was created using AI tools. | 太白阙猫 | - | Jul 3, 2026 | |
EVE Vanguard In-game content audiotext | EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers. | Fenris Creations | - | Jul 2, 2026 | |
Miner Survivor In-game content art | Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time. | cksiow | - | Jul 2, 2026 | |
Afterdepth In-game content artaudio | Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates. | Dannark Studios | - | Jun 29, 2026 | |
Ore Shatterer In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 28, 2026 | |
CURSOR SLASH In-game content audio | AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game. | salt caffeine | - | Jun 28, 2026 | |
Sheep Move Together In-game content art | The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...) | Shepherd | - | Jun 28, 2026 | |
Noctus Quarry In-game content audioart | We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio. | Molten Shard Games | - | Jun 28, 2026 | |
Diggems In-game content art | Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game. | Purgehold | - | Jun 28, 2026 | |
Deepbound Store/marketing art | Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts. | KanKan Studios | - | Jun 28, 2026 | |
Upgradia In-game content artaudio | AI was used to help find bugs, create some art, music, and game content.
The game itself was designed and made by humans. | Mytharia | - | Jun 27, 2026 | |
FLOWORKS In-game content artaudiocode | FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio).
The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
CryptoGrid In-game content artcode | Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools. | TELSON INTERACTIVE | - | Jun 16, 2026 | |
Cosy Space In-game content art | Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made. | Null8Fünfzehn Studios | - | Jun 16, 2026 | |
Last Breath Store/marketing art | AI used for some inventory items and for images on the game's store page, and edited with a graphics editor. | MxCreationLab | - | Jun 15, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
GobboQuestIdle In-game content art | Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator. | LarkeGames | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
The Black Ice In-game content audio | AI was used to develop some of the musical compositions. | RED CRAB GAMES | 135 | Jun 12, 2026 | |
Grove of the Seven Stones In-game content art | During development, Some images we're made from AI assistance tools and later refined. | Mystic Dream Studio's | - | Jun 12, 2026 | |
Ironvale Dev only code | All Art for this game is manually created, as with many programmers, there AI powered coding support was leveraged. | Kelmen Studios | - | Jun 9, 2026 | |
Rockfall Store/marketing codeart | AI Usage Disclosure
AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer. | Kajter Games | - | Jun 9, 2026 | |
Aeriea In-game content art | Only a small portion of art assets are AI-generated. | 2ndDream Studio | - | Jun 8, 2026 | |
Heroes Valley In-game content artaudio | Generative AI tools were used to assist in the creation of certain visual assets and sound effects. All content was reviewed, edited, and implemented manually by the developer. | BreadSlice | - | Jun 5, 2026 | |
HOMUNCULCHU Store/marketing art | Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer. | Okisyu | - | Jun 5, 2026 | |
Project AsteroidZ In-game content textcode | "Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed." | Timothy E. Winnie | - | Jun 3, 2026 | |
Starminer In-game content arttext | Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored. | CoolAndGoodGames | 1.7k | Jun 3, 2026 | |
Deep Drill Simulator In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | Jun 3, 2026 | |
Pick Ball Unclear art | Art Resource | Banana Coke | - | Jun 3, 2026 | |
Saw Rush In-game content artcode | Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements. | KBINDIE | - | Jun 3, 2026 | |
Puzzles Mountain Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Dig into the core In-game content art | Some visual assets and images in the game were created or assisted using AI-generated tools. | Karsten Eckert | - | Jun 3, 2026 | |
Moon Rocks and Slimes In-game content audio | Intro music only. | Voided Pixels Studio | - | Jun 3, 2026 | |
OIL.EXE In-game content arttext | Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation. | Subroutine Gaming | 13 | Jun 3, 2026 | |
Far Mining In-game content text | The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans. | LostVolBytes | 138 | Jun 3, 2026 | |
A Mountain Called Hope Store/marketing art | We have used Photoshop's "Generative Expand" feature to adapt some marketing assets to additional aspect ratios and sizes. | Hairy Beast | - | Jun 3, 2026 | |
MINERALS: Deep Core Mining Unclear art | Base Texture Preparation | THINK & FEEL | - | Jun 3, 2026 | |
A Game About Getting Bigger In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Jun 3, 2026 | |
Ore Legacy Store/marketing art | Generative AI was used to enhance the game's steam page artwork. | Keplerium Games | - | May 23, 2026 | |
BreakDespair2D In-game content art | BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames. | HappyLuckyRainbowGames | - | May 23, 2026 | |
One More Dig! Store/marketing arttext | We use artificial intelligence to create the images and text on our store page. | Lance Games | - | May 23, 2026 | |
Return to Lumia In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team.
All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers.
AI is not used during gameplay. | hwangso.world | - | May 23, 2026 |
235 results
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