Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
This index adds cross-game classifications and statistics to
statements published on individual store pages.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play.
The booth announcer's voice (Chuck Baseball) is generated with ElevenLabs from a script written by the developers. AI tools also assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.
Generative AI was used during development to create some pre-generated background art, character portraits, promotional images, dialogue, and music. No AI content is generated while the game is running.
Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Generative AI was used to assist with writing and translating in-game text and Steam store page descriptions. It was not used to generate artwork, music, sound effects, voice acting, or promotional visuals.
Generative AI tools were used during development to assist in creating some of the content included in this game. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime.
Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play.
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
This game uses generative artificial intelligence to assist in the creation of its original soundtrack.
All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick.
Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience.
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play.
We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime.
We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running.
Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling).
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
Generative AI was used during development to help create some character illustrations, artwork and animations, music and sound effects, drafts of in-game text, localization, and store-page materials. This content is prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play.
The booth announcer's voice (Chuck Baseball) is generated with ElevenLabs from a script written by the developers. AI tools also assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.
Generative AI was used during development to create some pre-generated background art, character portraits, promotional images, dialogue, and music. No AI content is generated while the game is running.
Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Generative AI was used to assist with writing and translating in-game text and Steam store page descriptions. It was not used to generate artwork, music, sound effects, voice acting, or promotional visuals.
Generative AI tools were used during development to assist in creating some of the content included in this game. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime.
Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play.
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
This game uses generative artificial intelligence to assist in the creation of its original soundtrack.
All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick.
Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience.
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play.
We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime.
We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running.
Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling).
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
Generative AI was used during development to help create some character illustrations, artwork and animations, music and sound effects, drafts of in-game text, localization, and store-page materials. This content is prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.