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: Social Deduction
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Impostor Syndrom In-game content art | Some of the game's 2D artwork — including character selection images and user interface elements — was created with the help of generative AI tools. All AI-generated assets were reviewed and curated by our team before being included in the game. | Alphgocipher | - | Jul 9, 2026 | |
CARNEVALE: Blades in the Crowd Dev only codetext | AI tools were used during development to help write the game's code and store text. | Racc PG | - | Jul 7, 2026 | |
Who Heckled? Store/marketing | AI is utilised to support the creation of the store page. No AI will be used within the game itself | Classy Games | - | Jun 30, 2026 | |
The Romance Maestro In-game content art | The developer describes how this game uses generative AI as follows:
Visual Assets: Some character illustrations, background art, and UI icons in this game have been created or enhanced using generative AI tools. | Wandering Spark | - | Jun 28, 2026 | |
Mafia: Night falls In-game content arttext | Some of the 3D art assets in Night Falls were created with the help of generative AI 3D-generation tools. These assets were then reviewed, edited, rigged, and integrated into the game by the developer. The translation of the menu and interface text into the supported languages was also produced by AI. Also, the image that is used in the Steam library as a capsule or Header.
Generative AI is not used live during gameplay, all content is pre-generated and finalized during development. | Night Falls | - | Jun 27, 2026 | |
Doomsday Draft In-game content text | The game contains a pre-generated localization created using AI | Palm and Stars | - | Jun 27, 2026 | |
GreenGas In-game content audioart | Some in-game audio, including phone call voices and ambient sounds, were generated using AI tools. Additionally, certain stickers and visual assets found in the Cancer's living area were created with the assistance of generative AI. | DanialEghtedari | - | Jun 10, 2026 | |
Cafe Mafia Live AI text | This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system. | Hamid Arjmandi | - | Jun 6, 2026 | |
Bardo In-game content text | Some language translations were reviewed by AI. | TaaroBravo | - | Jun 3, 2026 | |
The Hidden Camp In-game content audio | Some character dance music tracks were created using generative AI tools. These tracks are pre-generated audio assets and are not generated dynamically during gameplay. | E and B Games | - | Jun 3, 2026 | |
Sail Ho! In-game content text | Generative AI used for only localization on interfaces and subtitles. | deli.pixel studios | - | Jun 3, 2026 | |
Shadows of Gloaming Unclear text | Translation creation | Vojtěch Šafránek | - | Jun 3, 2026 | |
Fool's Pub In-game content audioart | The voice lines & some images in the game were generated using AI.
Store page art is also generated using AI. | NOSTRA.GAMES | - | May 23, 2026 | |
Who Haunts The Haunters? Store/marketing text | Used AI to assist in writing and translating the English store page description. | Sketchy Labs | - | May 23, 2026 | |
Spy Carnival Dev only art | Spy Carnival uses generative AI as a creative aid during the art production process. AI-generated visuals was used strictly as reference material and visual inspiration. All final artwork visible in the game has been reviewed, reworked, and refined by a human artist. No raw AI-generated output is used directly in the game. | haga interactive | - | 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 | |
Star Raker In-game content artaudiotext | Some images, icons, voices, and text are generated by AI. | Genesis Games | - | May 23, 2026 | |
Stick Scholars In-game content text | Some trivia questions were generated with the assistance of AI tools. However, all questions and answers have been manually reviewed, edited, and fact-checked by me before being included. | JaDropping Games | - | May 23, 2026 | |
Disharmony In-game content text | Disharmony utilizes AI-assisted translation for some of its localized content. | 7Eagle | - | May 23, 2026 | |
Double Dealers In-game content text | Generative AI tools were used solely to assist with localization and translation processes. All translated content was reviewed and edited by the development team before being implemented in the game. The game does not use live AI-generated content during gameplay. | Miklagard Studios | - | May 23, 2026 | |
BugFixer In-game content arttextaudio | Generative AI was used as a supportive tool to enhance the visual details of character portraits and a specific in-game interactable item. Additionally, AI-assisted technology was utilized to refine multi-language translations to ensure linguistic accuracy for global players, and AI-generated voice technology was used for the audio narration in the main teaser video. | CottonCandyGames | - | May 23, 2026 | |
False Flame Live AI text | The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets. | SigniLume | - | Mar 18, 2026 | |
Werewolf: The Gloaming Malice Unclear | AI assisted in the game design and development. | Werewolves Malice | - | Mar 18, 2026 | |
Crime City Center In-game content codeaudioart | The 3D models are standard purchased assets (e.g., Synty Studios) and are NOT AI-generated.
Generative AI tools (e.g., ChatGPT) were used to assist in writing parts of the game code during development.
The background music tracks and sound effects were created using generative AI tools.
Additionally, some marketing materials on the Store Page (such as the logo and capsule artwork) were created using generative AI tools. | MEHMET SIDAR | - | Mar 18, 2026 | |
ZeroPrompt Live AI text | We use AI to power dynamic conversations with hand-crafted NPCs. Each character has a unique personality, backstory, and knowledge base. Their dialogue is generated in real-time based on your questions, creating authentic interview experiences that feel natural and unpredictable.
The AI runs completely offline on your machine. No internet connection required, and your conversations remain private. | Batuhan Ayhan | - | Mar 18, 2026 | |
Paws Coven In-game content art | Some of the game and promo assets (Less than 5% of all the game assets) were made or improved using AI as a temporal decision and will be replaced when it's financially possible | Wintercrow Games | 37 | Mar 18, 2026 | |
Goblin Miners art | This game uses AI-generated artwork for character designs, card illustrations,
and visual assets. As a solo indie developer, I used AI tools to create base
artwork, which was then manually refined and edited by hand. All AI-generated
content was created during pre-production and does not generate new content
in real-time during gameplay. | Chief Games | - | Mar 18, 2026 | |
Among Paws Store/marketing art | Some images on the store page have been created using artificial intelligence. | HOGO Games | - | Mar 18, 2026 | |
B.I.D. In-game content art | Generative AI was used only to create some pre-rendered in-game visual assets. | HOGO Games | - | Mar 18, 2026 | |
Pigmarines In-game content audio | Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI. | NOOPE | - | Mar 18, 2026 | |
Traitor's Kitchen In-game content art | Some marketing assets and a few 3D models were created with AI assistance, some sprites were created with AI, while all core gameplay, design, and creative direction were developed by the team. | Ambar Games | - | Mar 18, 2026 | |
Spot The Word In-game content art | During the development of our game, we utilized generative AI to create the main background image used in the game scene. | Enseke | - | Mar 18, 2026 | |
Grim Pastures: Outlaws In-game content art | Character skill images are made with Image Generator. | 7hgamestudio | - | Mar 18, 2026 | |
Pale Lies Unclear art | Some of the art references were made by AI | lemur_on_mars | - | Mar 18, 2026 | |
That Game? audio | Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the
voice-over lines used in the game. All AI-generated audio is pre-recorded during
development, not generated live while the game is running, and every line is
reviewed and approved by the developer. The game does not allow users to create
their own AI-generated content. | NineHold | - | Mar 18, 2026 | |
ONE BYE ONE In-game content art | Used for some texture generating. | ULTRA YELLOW | - | Mar 18, 2026 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
Principal Panic In-game content arttext | In the development of the game, generative AI models were employed for the following purposes:
Generating reference imagery and concept sketches for 3D character and environment designs
Producing prototype visuals for certain user-interface (UI) elements
Facilitating rapid, consistent translation of in-game text for multilingual support
All AI-generated assets were rigorously reviewed by our team to ensure originality and meet quality standards; manual refinements were applied where necessary. No real-time content generation, gameplay logic, or code creation relies on AI during runtime. | Magenta Games | - | Mar 18, 2026 | |
Church Crew In-game content art | I've only used generative AI to create a few decorative paintings that appear in the game environment.
No character models, UI elements, or gameplay-related assets were generated with AI.
I'm a solo developer without an art background, and I used AI just to fill in some gaps during development.
In the future, I plan to work with professional artists to replace or enhance these assets. | Batuhan YILDIRIM | - | Mar 18, 2026 | |
Sanitism In-game content artaudiotext | Some content in this game was created with the assistance of AI tools. This includes:
Library Hero image (partially generated using AI-based image generation tools)
Certain background music and sound effects (created or enhanced using AI composition tools)
A portion of character voice lines (generated using AI voice synthesis for non-playable characters) | Hachimi Studio | - | Mar 18, 2026 | |
Before Peace In-game content text | There is some writing which is provided for the player to simulate the conversational style of LLMs when the player is pretending to be the ship's computer. This text was generated via LLM. | Michael Lewis | - | Mar 18, 2026 | |
Fool's Trigger In-game content text | Translations made with Ai help | PodrezCrew | - | Mar 18, 2026 | |
Forks & Daggers Store/marketing art | AI used to generate and edit community images, marketing and Concept Arts. | Brightvoid Interactive | - | Mar 18, 2026 | |
UNKNOWN FACES In-game content arttextaudio | Some logos, text, in-game translations, and character voices were created with AI assistance. All other gameplay content, including characters, animations, and code, is handcrafted. | Nerux Studio | - | Mar 18, 2026 | |
Pulled Strings In-game content arttext | Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control.
We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement.
For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages.
No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team.
We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use.
Transparency and player trust are at the heart of our approach. | BT Interactable | - | Mar 18, 2026 | |
Grim Pastures Store/marketing art | Some visuals within this content and on the store page have been generated using AI. | 7hgamestudio | 27 | Mar 18, 2026 | |
Trade Rivals- Goblin Age In-game content art | Due to time and budget constraints, we have received AI support in 2 UI elements. Our work plan will be to redesign them as soon as possible. | Roog Game Studio | 64 | Mar 18, 2026 | |
Undercover Store/marketing art | Currently we used AI to create the capsules for the game's store page. The game itself does not contain any active form of artificial intelligence, except for our steam capsules, all other things were created by humans. | Moondust | 18 | Mar 18, 2026 | |
Dale & Dawson Stationery Supplies Store/marketing art | AI only was used to create the achievement images | Striped Panda Studios | 4.5k | Mar 18, 2026 | |
Wolves in Sheep's Clothing Store/marketing art | Generative AI is used to create logo and banner images. | TYC Games | - | Mar 18, 2026 |
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