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: Spelling
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LEXICON Dev only art | As a solo developer I have used AI to help review features and generate base artwork before editing. | T-Squared Games | - | Jul 11, 2026 | |
Word Puzzle Master In-game content artaudio | Parts of Word Puzzle Master were created with the help of generative AI tools,
then reviewed, edited and assembled by the developer:
• visual art — the ambient background images and the animated background loop
• audio — background music and sound effects
Generative AI is used only during development to produce these assets. The game
does NOT use any AI at runtime — there is no live AI generation while you play.
Puzzle word lists are hand-curated, and level layouts are produced by our own
deterministic algorithm (not AI). | Tilewise | - | Jun 28, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
Pun-ishment In-game content art | Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay. | JSC-STUDIO | - | Jun 28, 2026 | |
Type Hype In-game content artcode | TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI). | supergoodcorey | - | Jun 28, 2026 | |
Word Scramble In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | Jun 28, 2026 | |
Hacklash Dev only code | Claude was used to help with the programming and Steam leaderboard stuff. | Staring Skull Studio | - | Jun 27, 2026 | |
字里行间 In-game content artaudio | The game's music and art assets were modified based on generative artificial intelligence. | DuskSwan | - | Jun 10, 2026 | |
Word Score Labs Live AI text | This application uses local AI technology for interaction, although the chosen TTS and STT plugins have not yet been selected because the word game is still under development.
However, it is confirmed that plugins from the FAB marketplace will be used. And AI processing will run offline on player's device. No internet connection will be required. | Achieve Bright | - | Jun 3, 2026 | |
Hell-O-Word In-game content artcode | The code and art assets were created with the assistance of generative AI. | KYChen | - | Jun 3, 2026 | |
Words are Hard In-game content artaudiotext | I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words.
What's AI-generated:
• Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me
• Music — generated with AI audio tools, curated and selected by me
• Some flavor text and descriptive copy — drafted with AI assistance, edited by me
What's not AI:
• The game itself — every system, mechanic, balance number, character design, and core decision is mine
• The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built
• The code — written by me with the help of AI assistants the same way any modern developer uses them
No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped. | AcornHunter Games | - | May 23, 2026 | |
MUTS NO TYPO In-game content audio | This game uses generative AI tools during development.
All voice-over audio is generated using AI tools.
The game does not use live generative AI during gameplay. | Half-Baked Cake | - | May 23, 2026 | |
Wordrix Store/marketing codeart | Generative Artificial Intelligence was used to assist in the development of this game, including support with aspects of the game's code.
AI tools were also used to create some graphical assets, including selected images used for promotional material and the Steam store page. | Tactical Codeworks | - | May 23, 2026 | |
RETRIEVAL In-game content artcode | The developer utilized AI tools to assist in the development process. AI was used to help generate concept art, some minor 2D environmental textures/UI elements, and to assist with structuring the game's programming framework. All AI-assisted content has been reviewed, heavily modified, and manually integrated by the developer to match the game's specific artistic vision and mechanics. | RuiRui Games | - | May 23, 2026 | |
云游VR In-game content audioart | Some of the music was generated using AI.
A portion of the promotional video was generated by AI. | YY | - | May 23, 2026 | |
XiaoLuo's English War In-game content art | Some cutscene images were generated with AI . | LUO WENJUN | - | May 23, 2026 | |
Word Space Blaster In-game content art | Word Space Blaster uses pre-rendered AI Art and Animations. | a|REA Software | - | May 23, 2026 | |
Fluendora: The realm of scribes In-game content art | In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images). | Lizzrik games | - | May 23, 2026 | |
BEAT SPELLER!! Dev only code | プログラミングに一部AIエージェントを使用しています。 | BEAT SPELLER!! 制作委員会 | - | May 23, 2026 | |
TYPER3000 In-game content art | We have used AI primarily for image generation and for optimizing the network system in Typer3000. AI-driven image generation allowed us to rapidly create and iterate visual assets such as backgrounds, interface elements, and stylistic variations, ensuring a consistent and scalable visual design.
In addition, we have used AI to support the setup and optimization of the multiplayer network architecture. It helped us refine data transmission strategies, reduce latency, and improve synchronization of player inputs, resulting in a smooth and responsive real-time gameplay experience. | ALBATROS | - | May 23, 2026 | |
Word Charades In-game content art | This game uses generative AI only to create some 2D visual assets (e.g. key art, logos, achievement icons and other marketing/store artwork). All AI-generated content is pre-rendered, manually reviewed, and static.
The game itself does not perform any live AI generation, does not take user prompts for AI, and does not send any user data to AI services. | Howard Greenspan | - | May 23, 2026 | |
wordban In-game content art | We used AI-powered tools to assist in creating achievement icons and decorative illustrations within the "Diary" system. These assets were manually refined and curated to match the game’s aesthetic. | Beibi Technology Co., Ltd. | - | May 23, 2026 | |
NO WAY OUT:Prison In-game content art | Some visual assets in the game and store page were created using generative AI and then edited and integrated by the developer. No real-time AI generation is used during gameplay. | Co's Studios | - | Mar 18, 2026 | |
KritterRun Store/marketing audioart | We use AI for some pronunciation until our VO talent can fix them. We used AI to repose one character in marketing content. | KritterRun LLC | - | Mar 18, 2026 | |
Interactive Language-Learning Novel: Interview with Emma In-game content artaudiotext | AI was used in the application to create illustrations, voiceovers, translations, and musical accompaniment. All materials have been manually reviewed and refined to ensure the quality and integrity of the application. | Polina Grigoreva | - | Mar 18, 2026 | |
Who Wants To Be A Billionaire Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Jasper Labs | - | Mar 18, 2026 | |
BeatWordz Unclear art | AI tools supported our character concept phase and helped speed up asset development. | Bavovna Games | - | Mar 18, 2026 | |
Categories In-game content artaudio | This game uses AI for Artworks and other Forms of Visual content, aswell as AI content for Soundwork. | Jonas Hörner | - | Mar 18, 2026 | |
Idiom Royale In-game content text | Some of the game’s word lists were filtered and generated with the help of generative AI (e.g., compiling candidate words and removing unsuitable entries). We then manually review and refine the results to ensure quality and a consistent gameplay experience. Other core game content is not generated by AI. | NyxWorks | 93 | Mar 18, 2026 | |
Raisin Wordsearch Store/marketing art | The marketing materials (Steam Library assets, headers, and capsules) for this game were created using Generative AI tools during the development process. All AI-generated content has been reviewed to ensure it aligns with the game's themes and safety guidelines | RaisinRiot | - | Mar 18, 2026 | |
WordMaxed In-game content artaudio | AI was used for background textures and background audio and store page capsules and trailers. | Flexibendi LLC | - | Mar 18, 2026 | |
Silent Ward: Forever Lost Store/marketing art | Some images are generated by AI. | 月下辉煌 | - | Mar 18, 2026 | |
Memory King In-game content artaudio | Some images and sound resources in the game are generated by AI and comply with relevant laws and regulations. | Koma | - | Mar 18, 2026 | |
They Shall Not Loop Store/marketing art | As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released. | Elite Gorgon Games | - | Mar 18, 2026 | |
Tome transform Unclear art | AI-generated images were used. | Michael Feng | - | Mar 18, 2026 | |
WonderLang English Dev only art | AI generated images have been used as reference images. All generated images have been either very heavily modified or fully redrawn by artists before. | bair games | - | Mar 18, 2026 | |
VerbMeister In-game content art | Design of backgrounds was AI-assisted | Alpen Adria Forge | - | Mar 18, 2026 | |
Sketch Royale - Draw Something Live AI text | Our game uses light AI systems to enhance the fun — not to replace creativity.
In Sketch Royale, players are the true artists. The AI simply helps by generating fun, random drawing prompts (like “a penguin playing basketball” or “space sushi chef”) and managing matchmaking, scoring, and moderation.
The drawings themselves are 100% created by players using in-game tools — no AI image generation or automated artwork is used. The goal is to keep the experience creative, social, and entirely human-driven, with AI acting as a playful game host rather than the artist. | Tinny Studios | - | Mar 18, 2026 | |
这是谐音梗 In-game content art | Some of the hint illustrations are AI-generated. | Find the Lamp Games | 425 | Mar 18, 2026 | |
FlashBoss Dev only codeartaudiotext | AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide. | Odiin | 10 | Mar 18, 2026 | |
Typing Ascension Store/marketing arttext | AI is used to create marketing material for this game | Simen Sollihøgda | - | Mar 18, 2026 | |
WonderLang Mandarin Chinese Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
Typing Challenge In-game content art | The Steam achievement icons were generated using AI technology. | 3bro Games | - | Mar 18, 2026 | |
Seaman Store/marketing arttext | AI is used to generate marketing materials | Simen Sollihøgda | - | Mar 18, 2026 | |
Hangman Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
TickWords In-game content audio | No AI was used for in-game graphics or music. This work is the product of human endeavor.
In the game, AI tools assisted with composing a singular audio effect that was otherwise not possible, as visual animation timing was fixed. Outside the game, AI was used to support marketing materials (circa 5% of marketing content).
There is no in-game generative AI. The clue generation runs locally, without a LLM or cloud service. We understand different people draw their own lines with AI. We aim to use modern tools responsibly, and hope this disclaimer provides for informed decision making. | Reasonetix | - | Mar 18, 2026 | |
热血单词 LexiRogue Store/marketing art | 部分商店宣传图片使用AI生成
成就图片使用AI生成 | LaoWangDev | 22 | Mar 18, 2026 | |
Word Chain Dungeon Dev only codetext | We use AI for coding, translation, and word filtering. | Ota Mato | - | Mar 18, 2026 | |
Homeless Life Simulator In-game content art | AI was used for some store and promotional visuals. All in-game content and final gameplay visuals were created by Bahamut Games. | Bahamut Games | 26 | Mar 18, 2026 | |
OneMore Live AI text | AI is used to generate false definitions for words in real time for this game. It is not used to generate any visual or other content. Additionally, the dictionary of true definitions was created using an LLM; this was far cheaper than acquisition of a professional-level dictionary with associated definitions. | Imaginary Component | - | Mar 18, 2026 |
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