AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
17256
17,256
disclosures tracked
+368 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 17,256 products
tag: RTS
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Earth Simulator In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | - | Jul 13, 2026 | |
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
Kritzel Krieg In-game content art | This game uses pre-generated generative AI content to assist with select 2D artwork, UI elements, and/or marketing materials. This content was reviewed and, where necessary, edited by the developer. No content is generated live by AI during gameplay. | Heftrand Games | - | Jul 13, 2026 | |
Battlegeuse Unclear audio | AI Voices. | Laboriontech Games | - | Jul 12, 2026 | |
Egg Farm Store/marketing art | This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction. | Infinite Brainstorm Studio | - | Jul 11, 2026 | |
Galaxor In-game content art | Galaxor uses generative AI tools to support the creation and revision of selected visual content, including icons, artwork, banners, store graphics and marketing materials. Generated content is reviewed, selected and, where necessary, manually adjusted before being used in the game or on the store page. No live-generated AI content is created during gameplay. | MyVLife | - | Jul 11, 2026 | |
Canal Tycoon In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | Jul 11, 2026 | |
Nations In-game content text | The game contains localizations generated by artificial intelligence. | Krzysztof Steiner | 120 | Jul 9, 2026 | |
Military Destruction: Shock & Awe In-game content artaudio | Some art assets, textures, and sound effects are created with the assistance of AI tools, then curated and edited by the developer. All game design, gameplay systems, code architecture, physics simulation, and mission design are human-made. No AI-generated content is created at runtime.
As a solo developer with a limited budget, I use AI tools to help produce some assets and sounds. This lets me keep my time focused where a solo dev's hours matter most — the core gameplay, the physics simulation, and mission design — while still delivering production quality that would normally require an extended team. Every AI-assisted asset is curated, edited, and integrated by hand. | Bax Studios | - | Jul 8, 2026 | |
Slimeball Castle Wars In-game content artaudiotextcode | Slimeball Castle Wars was made by a solo developer with the help of generative AI tools. AI was used during development to help create:
Music and audio — background music tracks were made using AI music-generation tools.
Art and sprites — building art, unit sprites, and other in-game graphics were created or assisted with AI image tools.
In-game text — some descriptions and written content were drafted with AI assistance.
Code — parts of the game's code were written with the help of an AI coding assistant. | Renno East | - | Jul 8, 2026 | |
Demon God Story In-game content artaudio | All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner. | XY GAME | - | Jul 6, 2026 | |
Action & Automation In-game content artcodetext | Action & Automation is not only how the game plays, it is how the game was made.
As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action.
For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization.
No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems.
Human-designed. AI-produced. That is Action & Automation. | pflovv | - | Jul 5, 2026 | |
Perfect Shot: Light On In-game content text | The multilingual text translations on the store page and in-game were created with the assistance of artificial intelligence. | ccmige | - | Jul 2, 2026 | |
Immortal Sect Guardian In-game content artaudiotextcode | Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion. | Programmer Xiaohui | - | Jun 28, 2026 | |
STATO In-game content artaudio | Some texture are generated with AI, some soundtracks and Icons | Scassius Systems | - | Jun 28, 2026 | |
英雄与召唤 In-game content art | During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game. | 3 CAT | - | Jun 28, 2026 | |
Fantasy Air-Sea Battles Showdown In-game content art | Some visual assets, images, or concept materials used in this game are created with AI-assisted tools and further selected, adjusted, integrated, or refined by the author for use in the game's artistic presentation and content production. | WANG WENJIE | - | Jun 28, 2026 | |
We Grow Together In-game content arttext | The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay. | Mr.Panda01 | - | Jun 28, 2026 | |
STEEL PHANTOMS In-game content textart | This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay. | ZAMJARAH STUDIO | - | Jun 28, 2026 | |
虚无之塔 Unclear art | Partial images
Translate | yhy | - | Jun 28, 2026 | |
Sunder Dev only code | AI used to assist in code development. | Fenris Labs | - | Jun 28, 2026 | |
Gold is Life Store/marketing arttext | Generative AI tools were used during development to assist with some pre-generated visual and text assets, including Steam store or marketing materials. All AI-assisted content is reviewed and included before release. The game does not generate new AI content during gameplay and does not connect to external AI services while running. | Nam Rood | - | Jun 28, 2026 | |
BannerRush In-game content art | Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay. | HexLeaf Studio | - | Jun 28, 2026 | |
Floodline Legion In-game content art | Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer. | Rune Games | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
Imperium Warbands | Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity. | Jhulyan Studio | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
SolPlex: Dominion Store/marketing art | Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay. | Stratis Group Europe S.L. | - | Jun 15, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
Silent Toll 寂静冥响365 In-game content text | Used artificial intelligence for localization translation | Gear Heart | - | Jun 13, 2026 | |
RED BEES In-game content artaudio | The work performed by artificial intelligence (AI)
in creating the game concerns only the music and images,
including store page and library images.
AI was used to create all the music in the game;
you can listen to some of it in the videos on the store page.
The videos use the game's music.
AI was also used as an image generator
during the game's development.
The resulting images were used for the background scenery and to
create textures and geometric shapes (the 3D shape is obtained from the image).
Almost all of the game's textures were created from AI generated images.
The three dimensional geometric models were created using a
group of traditional software; these software used AI generated images as their
"source data".
In practice, many 3D objects you see in the game, such as all the bees and
all the flowers, are a three dimensional reconstruction of objects
drawn over multiple images by AI.
The AI used is that provided by the major industries in the field.
All 3D modeling software is the intellectual property of the game's author. | Vox Mare | - | Jun 13, 2026 | |
星神话物语:征途 In-game content art | This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers. | 强酸工作室 | - | Jun 13, 2026 | |
Dying Hope In-game content art | AI is occasionally used for game art and quality control. | 109 Below | - | Jun 12, 2026 | |
VoidCraft Live AI textart | VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI. | Hanamori Labs, LLC | - | Jun 12, 2026 | |
SPUM TD In-game content artaudiotextcode | We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality. | SonRaim Studio | - | Jun 12, 2026 | |
Business Rivals In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jun 12, 2026 | |
Sea Walker Saga In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 38 | Jun 12, 2026 | |
Ship of the Line In-game content artaudio | This game uses generative AI tools during development for select assets.
【AI-assisted content】
• Visual assets: Some in-game visuals
(ship sprites, scenario banners, terrain textures, and UI illustrations) were created with generative AI image tools, then curated, edited, and integrated by the developer.
• Audio assets: Selected background music tracks (ambient and combat BGM) were generated with AI music tools, then mastered and loudness-normalized for in-game use.
【No AI use】
• All gameplay simulation, combat calculations, and AI fleet behavior logic are hand-coded by the developer.
• No live AI generation occurs at runtime — all assets are bundled and run locally.
• Scenario data, ship statistics, and historical text are sourced from primary historical references and authored by the developer.
All AI-generated assets have been reviewed for quality and appropriate-ness prior to release. | YDS | - | Jun 12, 2026 | |
Germ Swarm: Evolution & Mutation In-game content art | AI has been used to generate sprites. | Interlink Game Studio | - | Jun 12, 2026 | |
深渊卡牌传说 In-game content artaudio | The in-game graphical assets and audio tracks are generated using generative AI tools. | 吃苹果的虫 | - | Jun 10, 2026 | |
Knights vs Aliens In-game content art | AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners. | Prophetic Sky, Inc | - | Jun 10, 2026 | |
Break The Run In-game content art | キャラ画像
エフェクト
背景
UI素材 | Wingless | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
Urban Protocol In-game content art | Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement.
Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay. | Thomas Kraits | - | Jun 5, 2026 | |
Goblins for Good In-game content text | Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com | HolyCowCreates | - | Jun 4, 2026 | |
Deep in The Mine In-game content audioart | Deep In The Mine was developed by a single person. Artificial intelligence was used to save time and correct certain shortcomings, particularly in audio creation and mesh generation. | HanoriaStudio | - | Jun 4, 2026 | |
Annexation In-game content audio | The announcer in the demo is using text-to-speech (TTS).
This is temporary and will be replaced with human voice acting in the full release. | Hotkey Clicker | - | Jun 4, 2026 | |
Starlorn: Rise of the Awakened Unclear arttext | Some images and text have been generated | NomadSoft LLC | - | Jun 4, 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 | |
Hollow Stars In-game content art | Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release.
Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service. | AppGX | - | Jun 3, 2026 |
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