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: Stealth
TitleDisclosureCreatorSrcReviewsAdded
Dungeon Gore: Lost Treasury
In-game content
text
Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future.
JJTW Games
-Jul 12, 2026
Duelgrounds
In-game content
audio
The narrator's voice lines have been made by AI.
Sauna Interactive
-Jul 11, 2026
GLANCED
In-game content
art
Even if we prefer manual craft & procedural generation, some 3d Models/Cinematics in this game were created with the assistance of AI generative tools during production. However, think AI more as an automation/interpolation tool to win time and focus on gamers really want: innovative gameplay and FUN!
VOXELMANA
-Jul 11, 2026
DUAT
In-game content
art
Generative AI was used to assist in creating certain environmental textures, decorative artwork, and promotional materials. All gameplay systems, programming, level design, puzzles, story, and core game content were created by the developer and manually integrated into the game
Night2Night Studios
-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
Summer Party Slaughter
In-game content
art
AI was used to create some textures that were applied to custom 3D models such as environmental items, clothing, weapons, 3 of the player faces, and some of the 2D UI background.
asmr mr wolf
-Jul 7, 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
Freeze Line
In-game content
artaudiotext
The artwork, background music, in-game text and story, localizations into all supported languages, and store-page text in this game were created using generative AI tools, then curated, edited, and assembled by the developer. The game contains no live AI generation — all content is fixed and produced ahead of release.
ZeroTick Studio
-Jul 6, 2026
Pineview Drive 2 - Rising Storm
In-game content
art
Utilizing artificial intelligence, we enhanced vintage photographs and photographs of the development team to align with the game’s aesthetic for paintings in game.
VIS-Games
-Jul 6, 2026
MOR
In-game content
art
Limited use of AI ONLY for the generation of the hundreds of merchandise label textures for the items sold in the MOR MART store scene, as this tedious task, as a single-developer would have taken me dozens of hours. Additionally, seeing as I am a broke college student, I cannot afford to pay an art team. Instead that time was put towards the more artistically valuable parts of the game. All other art, naming, texturing modeling, sound design in the game was handmade by me, with the exception of a few sounds sourced from royalty free websites under royalty free commercial licensing, but then further edited by myself.
D00FEN5HMIRTZ
-Jul 5, 2026
Lady Legal Officer's Submission Training
In-game content
textart
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
OKE.X.Keven
-Jul 5, 2026
Countess's Submission Pact
In-game content
textart
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
OKE.X.Suki
-Jul 5, 2026
Analyst Who Ignites Tycoon's Desire
In-game content
textart
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
OKE.X.FAN
-Jul 5, 2026
Don't Make a Sound
In-game content
text
For the store page and in-game multilingual texts, the Simplified Chinese version was written entirely by the developer. All other languages (Traditional Chinese, English, Russian, French, Japanese, and Latin American Spanish) were translated with the assistance of generative AI. All core content of the game (mechanic design, scene construction, character and story development, art assets, and audio) was independently created by the developer. AI was used solely for language localization and did not participate in the generation of any other content.
落梅序
-Jul 4, 2026
Moccha Camo
Store/marketing
art
The promotional image was created using AI
Dog On God
-Jul 4, 2026
The Left Behind
In-game content
text
AI has been used to translate the game in multiple languages so the story can be enjoyed by more people.
Extrude
-Jul 3, 2026
BALL BOY Simulator
In-game content
artaudiotextcode
AI-generated content was used for some asset textures, portions of the background music, development-related assistance and technical questions, and parts of the game's social media promotional materials.
EBA GAME
-Jul 2, 2026
The Legend of Sebb Linus
Store/marketing
art
The new Steam capsule and library images were created using AI.
Christian Bommert
-Jun 30, 2026
The Soldiers Factory
Store/marketing
art
The new Steam capsule and library images were created using AI.
Christian Bommert
-Jun 30, 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
Animal Chameleon
Store/marketing
arttext
AI-generated content used only for Steam page
Crispy Codeworks
-Jun 28, 2026
LOCKOUT
In-game content
arttext
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
MS Productions
-Jun 28, 2026
Vigilum
In-game content
art
I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release. -> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase. -> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows.
TXMSKA
-Jun 28, 2026
Luman Lars: Dichotomy
textcode
For translating and coding.
Maskara
-Jun 28, 2026
Special Bloodline Lawyer: Fallen Angel's Container
In-game content
arttext
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
OKE.PAWN
-Jun 28, 2026
S.I.F: The Missing Rescue
In-game content
art
Some graphic assets are made with AI.
ToWeirdos
-Jun 28, 2026
Guardian of Waterveil
In-game content
audiotextart
Large portions of the game’s background music, sound effects and written texts, together with a limited selection of models and texture assets, were created with AI tools.
Jack Yang
-Jun 28, 2026
Sydwater
In-game content
artaudiocode
Sydwater is solo developed, AI was used to help with the workflow of the game and was used to generate SOME: Artworks, Voice Lines, 3d Models. Gemini Google Assistant was also used as a Coding Assistant with SOME code.
Hazey Games
-Jun 28, 2026
TheMaze
In-game content
text
AI is used for the localization of in-game content, the Steam Store, marketing materials, and more.
Puriza Games
-Jun 27, 2026
Forward Assault
Store/marketing
art
The game's Steam Library assets have some usage of image generative AI
Lucas Wilde
42Jun 27, 2026
Echoes In Static
In-game content
art
AI was used to help make some assets for in game playability but they are heavily edited before importing into the engine for correct functionality.
TRM_Studios
-Jun 15, 2026
Lost Below
In-game content
audioart
Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product.
KPAP
-Jun 15, 2026
LUNA
In-game content
artaudiotext
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design. The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon. Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop. Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves. Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise. Remaining environmental assets were licensed through the Unreal Engine Marketplace. Everything else, the levels, the creatures, the paintings, the world, is human made. And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn. Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Sosoros
-Jun 12, 2026
Nightmares Awake
In-game content
audio
AI was used to develop some of the musical compositions.
Antelus Games
-Jun 12, 2026
Primal One
In-game content
text
Generative AI was used to assist with the localization of some in-game text in some languages. All AI-generated translations are reviewed and edited by the developer before being included in the game.
Mr. Maheros
-Jun 9, 2026
SHOCKFACE
In-game content
audio
AI has been used for dialog voices.
adrenak
-Jun 8, 2026
Rocinha Wars
In-game content
art
O jogo usa imagens editadas com inteligencia artificial, as telas de carregamento são ficticias e ilustrativas geradas por ia.
Amadeu Augusto de Carvalho Venturini
-Jun 6, 2026
AccidentHouse
In-game content
art
Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers.
K App.
63Jun 6, 2026
SCP-939: With Many Voices
In-game content
audioart
Generative AI is used to create sound effects and voice lines. The AI-generated images provide foundational 2D artwork for promotional materials that are heavily stylized and edited. All the AI-generated assets are static, pre-baked and there is no live, real-time interaction with AI during gameplay.
Lot Stories Studio
-Jun 5, 2026
Still Here
Store/marketing
art
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
LordOfTheCat Art
-Jun 5, 2026
Labyrinth's Depths
In-game content
art
Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
Orthrus
-Jun 5, 2026
Cow Abduction Frenzy
Store/marketing
art
This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets.
Mysterious Alien
-Jun 4, 2026
Oleander-X
In-game content
art
Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas. Other works like coding, sound effects, map design, character design are by the developers. Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper. The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue.
Jason Nguyen
-Jun 4, 2026
Project Hunt
In-game content
art
This game includes limited use of generative AI for certain pre-rendered visual assets, specifically selected UI icons and selected store page images. No live-generated AI content is present in the game. All AI-assisted content has been reviewed, modified where necessary, and approved by the developer.
Mind Mythic
141Jun 3, 2026
Fetidity
Dev only
code
AI was used to generate code.
Velikiy Prikalel
-Jun 3, 2026
Zombie Fodder
Store/marketing
art
AI is only used for marketing material only. No AI generated images are present in the actual game.
Proper Duck
-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
Dark Eyes - Super Soldier 2
In-game content
art
I used chatgpt to remaster some models, and to boost my artwork. I DID NOT: - let AI create any new models - design any of my levels or scripts - generate voices or music
Ruud Tacken
-Jun 3, 2026
INROOMS
In-game content
art
Some textures for secondary objects, such as the images used in some paintings, have been generated by AI.
3Dente
-Jun 3, 2026
1 MONKEY LEFT
Store/marketing
art
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Gamepoc
-Jun 3, 2026
529 results
Missing a product? Let us know