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: Pixel Graphics
TitleDisclosureCreatorSrcReviewsAdded
Mox Modular
In-game content
art
Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced.
Raadios
-Aug 12, 2026
Pyra
In-game content
audio
The music in this game was generated using Suno AI under a commercial licence, then edited, trimmed and looped by hand.
Lumen Depth
-Aug 12, 2026
足球经理:自走棋
In-game content
arttext
Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance.
刻奇游戏
-Aug 12, 2026
좀비 피스메이커
In-game content
textart
AI is used for the localization of in-game content, the Steam Store, marketing materials, and more.
ComeOnStudio
-Aug 12, 2026
Trial By Fire
Dev only
art
Placeholder artificially generated artwork is being utilized in development. With a full release this will contain 0% AI generated artwork.
Inclined Software
-Aug 11, 2026
Long Dives
Dev only
codetext
Development of this game used AI under human direction and review for the code and game text.
KazooKat
-Aug 11, 2026
Lord of the Grind
Store/marketing
art
Steam Store Page Capsule Images are Created by AI.
Musa GUNGOR
-Aug 11, 2026
WHY THE LADDER?
In-game content
audio
We used Gemini AI during the development process to generate some of the ambient background music and soundtrack assets tracks used in the game. All AI-generated audio components have been carefully curated, edited, and integrated to ensure they comply with intellectual property rights and Steam's content policies.
ZeroFlux Games
-Aug 11, 2026
Verilight
In-game content
artaudiotextcode
Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services.
Notter Animations
-Aug 11, 2026
Crownsink
In-game content
artaudiocode
Crownsink is a hand-crafted game built the modern way: the developer writes and directs the code with the support of AI tools, while every sprite, sound and note of music springs from the game's own hand-written algorithms.
Lunvero Studio
-Aug 11, 2026
Apocalypse Elysium
In-game content
arttext
This game uses generative AI to create visual assets, including character portraits, event CGs, and background images. All generated images were selected, adjusted, and finalized by the developer. The scenario, dialogue, game design, and system programming were created by the developer. AI translation assistance was used as part of the localization process, with the results reviewed by the developer.
megmix
-Aug 11, 2026
西西弗斯放置(Sisyphus Idle)
In-game content
Some game assets are generated using AI.
Lazymangamestudio
-Aug 11, 2026
Bluso Hero and the Copper Heart
Dev only
Some resources were created using AI for efficiency as a Solo Developer.
El Abrigo de Paulo
-Aug 11, 2026
Racc Game
In-game content
art
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
Racc PG
-Aug 11, 2026
The Day I Became a Werewolf
Dev only
Generative AI was used during the development and publishing process.
Studio Nox
-Aug 11, 2026
Fablewood Chronicles
In-game content
artcodetext
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
Developesque
-Aug 11, 2026
Loadout Rush
In-game content
text
Portions of the game's text content (item descriptions and English localization) and store page text were written with the assistance of a generative AI language model, under human direction with full review and editing. All artwork is hand-drawn by the developers, and the game does not use any live/runtime AI generation.
Basil Ciabatta Studio
-Aug 11, 2026
Spellk
In-game content
audioart
Spellk uses AI for some of it's music and art. The aim is to replace the AI elements with human made ones at some point; but that is not guaranteed.
bascorp
-Aug 11, 2026
Frontier Protocol
Dev only
code
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
William Radcliffe
-Aug 11, 2026
Lowbar Legends
In-game content
artaudiotextcode
AI tools are used to assist in development, including code, writing, art, and sound effects
Idleforge Games
-Aug 11, 2026
I Transmigrated to Another World to Become the Overlord ——Stop Fighting Over Me
Live AI
text
This game adopts generative AI technology to provide players with real-time interactive text dialogue with in-game NPCs. We have set strict content filtering rules to prevent the generation of inappropriate, illegal, pornographic or violent content. Players can report improper AI outputs through Steam's built-in marking tool.
SU RAN
-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
Dark Monastery
In-game content
art
Artwork, capsules for steam and some game UI screens background image in Options, Main Menu, Craft, Inventory
Torhonskyi Bohdan
-Aug 11, 2026
Dreadbleed
In-game content
arttext
All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime.
FxGames
-Aug 11, 2026
Hordebane: Last Hope
In-game content
audioart
The game's main soundtrack was created using generative AI. The game's promotional capsule artwork was also created with the assistance of generative AI. All other gameplay, programming, game design, pixel art, animations, visual effects, sound effects, UI, and game content were created by the developer.
Luparc Games
-Aug 11, 2026
Click to Obsolete
In-game content
artaudio
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Shaked Yarkony
-Aug 11, 2026
Mochi
In-game content
art
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Levir Studio
-Aug 11, 2026
Raise, Rise & Die
In-game content
art
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
Grimvault games
-Aug 11, 2026
FRANKED!
In-game content
artaudio
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
Endpaper
-Aug 11, 2026
Pollo Diavolo
In-game content
text
We use generative AI for localization support. AI is not used for in-game content or gameplay.
Red-Squirg
-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
时空大世界
In-game content
arttextcode
This game was developed with the assistance of generative AI tools for certain content, including: Some visual art assets (images/textures) Some narrative and story text Programming assistance All AI-generated content has been reviewed, edited, and integrated by the developer to ensure final quality and stylistic consistency.
冷漠乌鸦
-Aug 11, 2026
Deepclaim
Live AI
artaudiotext
Deepclaim was made by a solo developer working with an AI coding assistant (Anthropic's Claude). The AI assisted in writing the game's code, which draws all of the game's visuals procedurally at runtime (the game ships with no image files) and synthesizes all of its audio procedurally (no audio files). AI assistance was also used for some in-game text, the Steam store page description, and the store/marketing capsule images. All AI-assisted output was directed, reviewed, and edited by the developer.
chasethelightgames
-Aug 10, 2026
Kubi Meguri
In-game content
art
This game uses generative AI tools to help create some of its visual assets, such as background art, characters, and the logo. All such assets were generated during development and were reviewed, curated, and hand-adjusted by the developer before being included in the game. No generative AI runs while you play, and no player input or personal data is ever sent to any AI service.
OBORO
-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
Tropical Romance
In-game content
arttext
Generative AI Usage - Reference for some backgrounds and CG compositions - Editing and proofreading of some text - Assistance with English and Japanese localization All final content was created, reviewed, and/or revised by the developer.
NewooGames
-Aug 10, 2026
Operation: Horumus
In-game content
artaudiotextcode
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
Park JongHwa
-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
Thread Match Festival
Store/marketing
art
The Hero Capsule and main logo was created using AI tools only. The other assets of the game were not created using AI tools.
Tuga Studios
-Aug 8, 2026
Dungeon Sookuma
In-game content
arttext
Generative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services.
플랜츠게임
-Aug 8, 2026
PartyScape Chronicles
In-game content
art
AI was used to generate graphical assets.
Xonzer!
-Aug 8, 2026
Next Level: Tower Defense
In-game content
artcode
This game uses generative artificial intelligence in its development. Some visual assets — including character sprites, unit artwork, and related game graphics — were created or assisted with generative AI tools and then integrated into the game. AI was also used during development to assist with programming and production workflows. Generative AI is not used to create content live during gameplay. The game does not connect to external AI services while you are playing.
Ronnie
-Aug 8, 2026
Buzzoria
In-game content
artaudio
Some visual assets and music in Buzzoria were created with the assistance of generative AI tools.
Andrei Babrounik
-Aug 8, 2026
GO, STOP
In-game content
artaudiotext
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
Moon Shin Ho
-Aug 8, 2026
Arch Rogue
In-game content
arttextcode
Arch Rogue was developed with extensive use of generative AI. Most of the game's code was written with AI assistance. The pixel-art sprites, tiles, animations, and store artwork were created with AI image-generation tools and then curated and integrated by the developer. Dialogue, quest text, and lore were AI-generated from developer-designed prompts and story structure. All AI content is created during development, not at runtime — the game does not generate any content with AI at runtime.
Matti Rita-Kasari
-Aug 8, 2026
Slacker Hero
In-game content
arttext
This application uses AI tools in parts of its development process, including the creation of artwork used in the game and on the store page, the writing of the dialogue text shown by the characters, the tuning of behaviour algorithms, and the translation of the store page into multiple languages. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
SQOOL
-Aug 8, 2026
Tactical Dungeon Slayers
In-game content
artaudio
Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated.
Futurebun
-Aug 8, 2026
Pin A Million
In-game content
audioart
AI-generated content in Pin a Million: - Music: All in-game music tracks were created using generative AI (Suno). - Icons: The icon artwork on Peg and Perk cards was generated using AI tools. All on-board gameplay effects, animations, and visuals are hand-coded and rendered procedurally at runtime (no AI-generated content).
Whitebeard Interactive
-Aug 8, 2026
Desktop Pal
Live AI
arttext
This game uses AI-generated content. The character artwork was pre-generated locally with an image model (Animagine XL 3.1) and manually curated by the developer. During gameplay, the mascot's chat replies (text only) are generated in real time by a bundled local language model (Google Gemma 3 via the Ollama runtime) running entirely on your PC. No internet connection is used and no conversation data leaves your device.
yidev
-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
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