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: Noir
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Black File Store/marketing text | Some store page text, marketing copy, and promotional planning materials for Black File were created with assistance from generative AI tools and reviewed, edited, and approved by the development team before publication. The game does not use generative AI to create content during gameplay. | Simurg Software and Games | - | Jul 9, 2026 | |
The Red Weight In-game content arttextaudio | This game makes use of generative AI as part of the creative pipeline across art, text, sound, and voice. None of it is dumped in raw — every asset is curated, edited, and reworked by hand, and every line of dialogue is agonized over until it earns its place. AI is a tool here, not the author; the taste, the pacing, and the final call on what stays are all made by people. The codebase, in the interest of full honesty, is held together with AI-assisted spaghetti and sheer willpower — but it works, and every line is reviewed before shipping. | Alsakin Games | - | Jul 9, 2026 | |
SESTRY In-game content artaudiotext | Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime. | Industrial Miracle | - | Jul 8, 2026 | |
Meridian In-game content artaudiotextcode | AI was used to generate code, art, music and text. | Turn Based Hedgehog | - | Jul 7, 2026 | |
The Book of Plagues 2 In-game content art | Some of the sprites and video clips in the game were created with the help of AI. | DiaMMax Games | - | Jul 6, 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 | |
The Farm of the Living In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jul 1, 2026 | |
除靈館 In-game content arttextcode | Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy. | 改變娛樂工作室 | - | Jun 28, 2026 | |
Smashville Detective Agency Unclear | AI was used as a tool to assist in creation | Puffy Pup Games | - | Jun 28, 2026 | |
Dither Paradox In-game content artaudio | Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people.
We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials.
AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game. | Negative Prompt Studio | - | Jun 28, 2026 | |
The Rise Of The Undead art | Poster, Background Image, Avatar | FENGRUI | - | Jun 28, 2026 | |
SMTHNG WRNG In-game content arttext | This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards. | NytherMood Studio | - | Jun 28, 2026 | |
Steel Maiden In-game content audioart | AI-Generated Content Disclosure:
Pre-Generated Content: Generative AI tools were used to create the game's background music, and to generate source material for portions of the sound and art, refined by the developer.
No Real-Time Generation: This game does not feature any live or real-time AI content generation.
No External Connectivity: The game runs entirely locally and does not connect to external AI services or servers while playing. | Keicee | - | Jun 28, 2026 | |
Case Analyst In-game content artaudio | The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product | Luca Panteghini | - | Jun 28, 2026 | |
1930: Tinta & Balas In-game content art | The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution. | CronusDev | - | 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 Shadow In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
Hollow Signal In-game content art | Hollow Signal contains pre-generated AI-assisted content, including portions of visual artwork, promotional imagery, and certain game assets. All content has been reviewed, curated, edited, and integrated into the final game by the solo developer. | Dev-Solo Studio | - | Jun 27, 2026 | |
Your Murder Is Served In-game content art | Portraits of fictional characters are generated using artificial intelligence. | Christian Hubel | - | Jun 27, 2026 | |
Crooked In-game content artaudiocode | Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release. | indie-dir | - | Jun 10, 2026 | |
The Pigment In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 9, 2026 | |
The Return In-game content artaudio | This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images | YIN WEN CE | - | Jun 9, 2026 | |
puckn hell Dev only audio | Puckn Hell's sound production processes and concepts have been supported by artificial intelligence. | ArcaneEdge | - | Jun 9, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
Dither Cleaning World In-game content text | Al were only used to assist with translating text into multiple languages. | Shaqi | - | Jun 4, 2026 | |
Loaded Dice - A Yahtzee Roguelike In-game content artaudio | Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists. | Yvantis | - | Jun 3, 2026 | |
Sinheritance In-game content art | Some of the game's art, including character illustrations and environments, was created using AI. | STIM GAMES | - | Jun 3, 2026 | |
紅蜘蛛2/Red Spider2 リマスター版 制作応援 ver. In-game content artaudio | Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission. | studio wasp | - | Jun 3, 2026 | |
Tales of Tiolis In-game content art | Ingame textures and images. | Omne Lab | - | Jun 3, 2026 | |
FLATLINE Live AI arttext | FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience:
Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision.
Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network.
We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods | KILL DEVIL HILLS STUDIO LTD | - | Jun 3, 2026 | |
Stella: into the Shadow In-game content artaudio | Game uses AI generated art and music. | Shadow games | - | Jun 3, 2026 | |
Gallows & Gold In-game content audio | The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer. | Will Charles | - | May 23, 2026 | |
Hungry Hangry Doodles In-game content textcode | The developers describe how their game uses AI Generated Content like this:
We used generative AI to help create the level layouts and parts of the game code. Everything was then tweaked, edited, and put together by us.
All gameplay and design decisions are fully human-made. | Maple Taco | - | May 23, 2026 | |
Tilting In-game content artaudio | A note on AI-generated content
Tilting is a solo project. The code, design, gameplay systems, AI opponents, game logic, and writing are entirely my own. The visual and audio content is not. Virtually all of it originated in generative AI tools.
Specifically, AI was used for: store-page artwork (capsules, library art, hero), in-game art (character portraits, card art, venue art, UI elements), achievement icons, music, and sound effects.
My role on the non-code side was overwhelmingly that of a curator — prompting, regenerating, and iterating across different AI tools until the output fit the game's identity. I draw enough to make minor tweaks here and there on individual visual pieces; for the music it was mostly tool-shopping until something landed right. But the volume of art and audio this game ships with is far beyond what I could produce or commission as a solo developer, and the bulk of every non-code asset originated in AI. | Low Light Games | - | May 23, 2026 | |
三国志奇谋 In-game content arttext | AI was used to assist with game art and translating text into multiple languages. | 王名昌 | - | May 23, 2026 | |
Operation Paranoia In-game content audiotext | This game use AI to generate Text, Text To Speak and Translations. | Patryk Basa | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
DUAL PROTOCOL: The Case of Eva & Miles In-game content text | Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay. | AEGEAN CRAFTERS | - | May 23, 2026 | |
Mafia Boss Simulator In-game content audiotext | his game uses generative AI in the following areas:
🎵 Music: Portions of the game's original soundtrack were composed using generative AI tools.
🎙️ Voice Acting: Character dialogue is performed using AI-generated voices. All dialogue, script, and performance direction were written and directed by the development team.
All AI-generated content was reviewed, edited, and approved by the developers before inclusion in the final game. | magicprostudio | - | May 23, 2026 | |
How Much for the Body in the Freezer In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 164 | May 23, 2026 | |
Legacy Code: Relic Restorer In-game content audiotext | The game uses AI voice generation tools to create audio voiceovers for partial narrative texts and dialogue. All underlying text and story are originally created by the developer. | ZENG ZIZHAO | - | May 23, 2026 | |
SHOWHAND In-game content audioart | Generative AI was used only in a limited capacity for some sound effects and Steam store page marketing assets.
The game does not contain any real-time AI-generated content during gameplay. | WINDUP | - | May 23, 2026 | |
Invaders Evolutions In-game content art | Invaders Evolutions was developed by a small team using AI-assisted tools to cover technical art skill gaps. This enabled us to create high-quality assets and focus on complex gameplay mechanics that wouldn't have been possible for us to produce manually. All AI-generated elements were curated, edited, and integrated under strict human direction to ensure a cohesive and polished final product. | Northbank Interactive | - | May 23, 2026 | |
Smoke Town In-game content arttext | Smoke Town utilizes artificial intelligence in the following areas:
We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations.
All AI-generated content has been human-reviewed and refined for quality and technical integration. | TSRV | - | May 23, 2026 | |
Inspector Pug: The Furrious Murder Case In-game content artaudio | AI tools are used in the early stages of visual asset creation. All assets are further refined and processed by the development team. Some voice-over and music content may be generated using AI. | Wardrobe Entertainment | - | May 23, 2026 | |
Castle of Lies: Fate's Roll 謊言之堡:命運骰局 In-game content artaudiotext | Some content in this game was created with the assistance
of generative AI tools, including: game artwork (ChatGPT/DALL-E),
background music (Suno AI), and some text content (Claude AI).
All AI-generated content has been reviewed and adjusted by the developer. | Liang Yu Chen | - | May 23, 2026 | |
DEAR SUSPECT - 亲爱的嫌疑人 Live AI text | This game uses generative AI to power NPC letter responses during gameplay. When players write to in-game characters, an AI system generates personalized replies based on each character's predefined personality, knowledge boundaries, and narrative role. The AI does not create story content freely. It operates within a structured information system where specific clues and facts are released only when triggered by the player's questions. All narrative content, character writing, and story outcomes are authored by the development team. The AI serves as a delivery mechanism for this authored content, not as a content creator.No art or music assets are generated by AI. All visual and audio assets in the game are created by human artists. Credits can be found on our website.Why AI is used: The core gameplay revolves around investigating through freely written letters. Every player asks different questions, follows a different investigative path, and sometimes needs to persuade, pressure, or confront characters to pry loose specific information — meaning NPC responses cannot be pre-written. They must be generated in real time based on each player's specific inquiries. AI is the necessary means to enable this gameplay, not a replacement for human creators or a cost-saving measure. Without AI, this game's core mechanic simply could not exist.Our team is made up of game enthusiasts and young professionals with an average age of 24. We are not an AI technology company. Our Demo is 100% free to play, and we do not use player data for any AI model training. We understand that AI technology remains ethically complex, and we take the concerns of players and fellow creators seriously. We believe, and are committed to proving, that human creativity can command AI, not the other way around. Listening to your feedback is our responsibility. We welcome any questions, suggestions, or concerns about our use of AI — please reach out to our email or our [Discord/QQ]. Your feedback will help us improve and do better. | ELEGISTS STUDIO | - | May 23, 2026 | |
The Iron and the Oath In-game content artaudio | Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer. | FFire Studio | - | May 23, 2026 | |
Rotten Chamber In-game content art | Some visual assets (store artwork, in-game portraits, backgrounds) were created using AI generation tools. | Onement Games | - | May 23, 2026 | |
Tab + Notch Store/marketing art | Some images used in the library were generated using AI while others will be purchased as we expand the library. | HATCHgames | - | May 23, 2026 |
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