AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+401 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: Retro
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hambone Alley In-game content artaudio | Generated code is applied to:
Create some shaders (like smoke and vertex snapping)
Procedurally draw billboard objects like pins and balls.
Procedurally produce sfx like pin knock sounds.
Some Store art is temporary generative concept art.
In-game Graffiti is hand drawn and not a product of generative AI. | Jeff Neet | - | Aug 11, 2026 | |
Cleandows XP In-game content artcodetextaudio | Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players. | QP 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 | |
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 | |
The Day I Became a Werewolf Dev only | Generative AI was used during the development and publishing process. | Studio Nox | - | Aug 11, 2026 | |
摩登迷城 In-game content artcode | The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions. | BION | - | 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 | |
Tilky Engine Dev only code | AI-Generated code has been used to help speed up development, debug code, and optimize core systems. All engine architecture, structural logic, and tool designs remain fully custom-built from scratch. The final compiled software consists entirely of human-written and human-reviewed code to ensure strict stability, performance, and integrity. | Berke Memioglu | - | 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 | |
Konflikt Unclear art | AI Generated illustrations | Michal Mlejnek | - | Aug 11, 2026 | |
Neon Armada - Solar Storm In-game content arttextaudio | This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it. | Faint Signal | - | Aug 10, 2026 | |
PartyScape Chronicles In-game content art | AI was used to generate graphical assets. | Xonzer! | - | 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 | |
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 | |
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 | |
Epsilon Hyperpunk In-game content audioart | As an indie dev, I leveraged AI to create this game. Some voices are AI-generated. Concept art was generated for inspiration and then built from scratch. | n8tus | - | 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 | |
Rapax Unclear audio | Some background music | 大複 | - | Aug 8, 2026 | |
Crawler 3D Unclear | Some assets have been created with the help of AI. | Wasdeq Games | - | Aug 7, 2026 | |
Gravemaw audio | Gravemaw's music was generated with Suno AI and its sound effects with
Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed —
before being placed in the game. Some store and marketing artwork was also
produced with AI assistance.
Every generated asset was reviewed by the developer before shipping. Nothing
is generated while you play: the game runs fully offline and all content is
baked into the build. | BEE STAR | - | 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 | |
神临 Unclear art | Use AI to assist with openness and appropriately generate various game materials! | 青灯独酌 | - | Aug 7, 2026 | |
Pachinko Swamp In-game content art | We used generative AI tools to create the video content shown on the in-game pinball machine, and some of the promotional assets on our store page. All AI-generated content is reviewed by our team before release. | Trollix Games | - | Aug 7, 2026 | |
Atout Unclear | AI assisted. | Degenerated Games | - | Aug 7, 2026 | |
Cartagol: Football Card Career In-game content artaudiotext | This game was made with the help of generative AI tools:
• 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand.
• Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved.
No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system. | İlker Yelken | - | Aug 6, 2026 | |
Space Punk Store/marketing artcode | Developed under human creative direction with extensive generative AI assistance for game code, systems implementation, and visual/marketing assets. No generative AI runs live during play. | ShyneB0X | - | Aug 5, 2026 | |
Cinderisle In-game content art | Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay. | 플랜츠게임 | - | Aug 5, 2026 | |
Beneath the Snow Dev only codeart | Generative AI tools were used during development to assist with programming tasks and to generate some reference assets and 3D models. All AI-generated content was reviewed, modified, and integrated by the developers. | Soda Can Studio | - | Aug 5, 2026 | |
Chess Army In-game content text | These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future. | ChaNoCreArt | - | Aug 5, 2026 | |
ゴミ曼荼羅ダラダラ Store/marketing text | AI assistants were used as a support tool for creating parts of the store page description and promotional text for this game. | akiyahunter | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
Idle Titans Store/marketing art | AI was used in the creation of store assets for marketing purposes. | 8bit 'n More | - | Aug 5, 2026 | |
Smashteroids Store/marketing art | Some of the marketing and branding art for Smashteroids — specifically the logo/wordmark images used on the store page and in promotional materials — was created with the help of generative AI image tools, then hand-edited, cropped, and processed for final use.
All AI-assisted content was reviewed by the developer before shipping to ensure it is appropriate and consistent with the game's content, and we believe we have the necessary rights to use it. | Switchback | - | Aug 5, 2026 | |
Gloom Delve In-game content text | GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems. | UNiT Studios | - | Aug 5, 2026 | |
Medals Of Valor: Last Stand In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Tail Recursion In-game content audio | Music — the background tracks were generated with AI. | DEV505 | - | Aug 4, 2026 | |
Moko Water Rescue In-game content codeart | code text se image storeasset | JinCycle | - | Aug 4, 2026 | |
FIRST LINE In-game content codetext | FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance.
Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction. | FBento | - | Aug 4, 2026 | |
The Tally In-game content textcode | The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play. | Olivia Gonsher | - | Aug 4, 2026 | |
Parallel Self In-game content artaudiocode | This game was developed with the assistance of generative AI in the following areas:
Programming assistance: Claude Code (Anthropic) was used to assist with coding and debugging
BGM: Music was generated using Suno AI
Story illustration images: Some narrative artwork was generated using NanoBanana | sunoka | - | Aug 4, 2026 | |
MAINLINE In-game content audio | music by ai | Bakuevo | - | Aug 4, 2026 | |
ASTROXION In-game content audio | The game includes licensed background music from Pixabay. Some of the music tracks used in the game are labeled by their creators as AI-generated. No AI-generated gameplay, artwork, or code is used. | Branec Games | - | Aug 4, 2026 | |
Percorso - The Retraced Steps In-game content codeaudiotext | AI was employed strictly for technical assistance (code debugging, music scripting, and refining translations). All AI-assisted content was manually reviewed. | Michael Girotto | - | Aug 4, 2026 | |
RuinsEnd Store/marketing art | Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay. | Dungeon Builder Studios | - | Aug 2, 2026 | |
Schizm In-game content codeaudio | Game code and some sound effects were created using generative AI. All art and music were created by very talented people. | Strombo Games | - | Aug 2, 2026 | |
Deckforce In-game content text | AI was used exclusively for language translations. | Anatolian Interactive | - | Aug 1, 2026 | |
Mineslayer In-game content codetextartaudio | Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted. | Hunny Crystal Games | - | Aug 1, 2026 | |
Kernel Override In-game content art | Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release. | Crimson Riff Games | - | Aug 1, 2026 |
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