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: Steampunk
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LAST CORE:BROKE LINK Store/marketing art | Generative AI tools were used to assist in creating pre-generated visual artwork, including concept art, key art, and promotional images used for the Steam store page and marketing materials.
All AI-assisted visual assets are static, reviewed, selected, and edited by the developer to match the game's dark sci-fi visual direction.
The game does not use live generative AI to create gameplay, player-generated content, dialogue, images, audio, or other content during gameplay. | LAST CORE STUDIO | - | Jul 9, 2026 | |
Arcflame Frontiers In-game content artaudiotext | During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it. | Codename Red Studio | - | Jul 8, 2026 | |
LIGHTPUNK: Law of Inertia In-game content artaudiotext | The development team used generative AI tools only during the to create asset icons for Steam Achievements and to generate Voice-Over assets for localization. | Vignette Games | - | Jun 29, 2026 | |
Jigsaw Diorama: The Alchemist and the Eclipse In-game content artaudio | This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials. | Base Metal Games Inc. | - | Jun 28, 2026 | |
Multi-Tactics: 豊葦原星記 -蒸気の章- In-game content artaudiocode | This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI. | Mottie Mortimer Game Studio | - | Jun 28, 2026 | |
Cogfall In-game content artaudio | Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer. | Nodding Panda Studios | - | Jun 28, 2026 | |
Tear of Stars In-game content art | This game uses generative AI tools to assist in creating certain environmental assets, which were then manually upscaled, recolored, and heavily edited for quality | SevenPearls | - | Jun 28, 2026 | |
Seventh Colony Store/marketing art | Generative AI tools were used only to assist in the creation of certain store page and marketing images. No AI-generated content is created during gameplay, and the game does not use live AI systems or connect to external AI services while running. | GeneralFR | - | Jun 28, 2026 | |
TankPunk In-game content art | The vast majority of visual content was created using AI | Semi-Pro | - | Jun 28, 2026 | |
Above the Sun In-game content art | In this work, AI-powered image generation technology was used to create some of the background images. | 100nenmae games | - | Jun 28, 2026 | |
In the Hot Seat In-game content artaudiotext | AI tools are used to generate backgrounds, props, music and voices.
The writing, however, is entirely done by a human person (yours truly). | Sanuk Games | - | Jun 16, 2026 | |
Silent Toll 寂静冥响365 In-game content text | Used artificial intelligence for localization translation | Gear Heart | - | Jun 13, 2026 | |
Sea Walker Saga In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 38 | Jun 12, 2026 | |
STEAM TRIGGER In-game content art | A Quick Note on AI Tools:
To give our loading screens a cinematic, atmospheric feel, we took screenshots of our actual game environments and used AI tools solely to enhance the lighting, details, and decals for those transition images. For our Achievement Icons, we used AI-generated imagery only for the background fillers, while the main icon artwork was manually created.
Rest assured, 100% of the actual playable game, including all 3D models, world textures, animations, and code was fully handcrafted by our team. | x-climb Inc. | - | Jun 12, 2026 | |
augmenTD Dev only codeart | Generative AI tools were used during development for technical planning, system architecture, building custom systems, code cleanup, and similar engineering support.
Some current pre-release visual/model assets are AI-generated placeholders. These are intended to be replaced with final authored assets before release. | Brozilla_tv | - | Jun 9, 2026 | |
Brassfang In-game content audioart | The demo version contains temporary AI (generated music and promotional artwork only). These assets will be replaced with original content in the final version of the game. | Hannes Realm | - | Jun 7, 2026 | |
Deep Drill Simulator In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | Jun 3, 2026 | |
Sak Winik : The Appointed One Live AI text | This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API. | Bogosor Studio | - | Jun 3, 2026 | |
Engine Tales : Oblivious World Dev only | The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game. | 2percentstudio | - | Jun 3, 2026 | |
Giraffe Champion: The Rock Music Game Football Edition In-game content artaudio | Generative AI has been used when creating some of the images in the menu and the backgrounds in the game. The technology has also been used when creating and editing some of the audio tracks. | John Ramstedt | - | May 23, 2026 | |
Single Note Dev only code | Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code.
All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models.
Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay. | Fanjoy Studio | - | May 23, 2026 | |
ROCKS.EXE Unclear art | Some placeholder art in the market. | SpetsTheHollow | - | May 23, 2026 | |
Malk In-game content art | Generative AI was used only for temporary placeholder visuals on this Steam store page. These images are not final game content and will be replaced with original artwork created by our artists before release. | Evertry Games | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
Kepler Protocol In-game content arttext | AI tools were used during development to assist with asset creation (pixel art sprites, terrain textures, localization drafts) and game design iteration. All AI-generated content was reviewed, edited and curated by the developer. | Boe | - | May 23, 2026 | |
Havenrail Unclear art | I’m a good programmer, but a terrible artist. So some of the images were created with the help of AI. By the time of release, I’ll try to remove all AI-generated images from the Steam page and from some textures in the game. | Punchers | - | May 23, 2026 | |
A Rhapsody in Steam In-game content text | Translation is assisted by generative AI, revised and proofread by the arthor. | meteor008 | - | May 23, 2026 | |
Karless Unclear art | Generative AI was used in the creation of assets and the development of this game. | Pagecall | - | May 23, 2026 | |
Blowing Off Steam In-game content art | Used AI to generate sprites for game objects | Lombard Games | - | May 23, 2026 | |
Runes & Rivets In-game content artaudio | The artwork and music for this game were created using AI. | Dano Sato | - | Mar 18, 2026 | |
HEXSTORM: Tears of Arcadia In-game content arttext | AI tools were used in various stages of development, including prototyping, localization and the creation of some visual assets. The project is developed by a single creator, and AI-assisted tools are part of the workflow. All gameplay systems and implementation are authored and controlled by the developer. No generative AI is used at runtime. | Tearevo | - | Mar 18, 2026 | |
GlyphBound In-game content art | This game employs generative AI technology for portions of the background art and UI design. All AI-generated content has been manually reviewed, edited, and verified to ensure it is free of illegal or infringing material. | yono | - | Mar 18, 2026 | |
Unending Watch - Dead Man's Fingers In-game content art | We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey. | After Dark Gaming LLC | - | Mar 18, 2026 | |
灰色の空で大手を振るう In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Mar 18, 2026 | |
PIECES OF THE DEEP 〜海底遺産回収録〜 In-game content art | This game uses generative AI in a limited, supportive role during parts of the development process.
Specifically, some background images and item images are based on assets generated with the help of generative AI and then manually edited and refined by the developer. Additionally, certain 3D models are created by modifying and adjusting AI-generated base models through manual work.
The use of generative AI is limited to the art creation process only. No generative AI is used during gameplay, and no game content is generated or altered by AI at runtime. | CoMuCreator | - | Mar 18, 2026 | |
OVER SAND Store/marketing art | The game itself was developed without the use of generative AI.
During the development and release process, we may use AI-based tools to assist with the creation of certain store marketing materials (such as Steam banners). In all such cases, the final materials reflect the creativity and expression of our own development team. | Moonmana | - | Mar 18, 2026 | |
Coin Mechanica In-game content art | Generating thumbnail assets based on in-game screenshots | NITORONDORIRU | - | Mar 18, 2026 | |
Chrono CCG Dev only art | Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork.
AI is not used to live-generate content or code during gameplay. | Infinite or Bust Games Inc. | 412 | Mar 18, 2026 | |
Twilight Eden In-game content art | We use AI-generated images for cutscenes, standing illustrations, and action resources. | MYMEStudio | - | Mar 18, 2026 | |
Necrorail Express In-game content art | Some character illustrations were generated using AI. | Y.G.H.X.Studios | - | Mar 18, 2026 | |
The Industrial Council Live AI arttext | You talk to characters in the game using a local LLM. There is no cost for tokens, and the model responds in a fun and interesting way. Art in the game is also AI generated (and you can generate your own art to decorate your apartment). | Markemus Games | - | Mar 18, 2026 | |
DOPAmine Overdrive In-game content artaudio | Use of AI:
1. AI is used for creative concepts during the art design phase, while final production is completed manually.
2. AI is used for creative concepts in data naming.
3. AI is used for bulk generation of icon assets, followed by manual style unification and refinement.
4. AI is used to generate portions of the background music, which are then manually adjusted. | USERJOY Technology CO., LTD | - | Mar 18, 2026 | |
ParkTour In-game content artaudio | This game uses Artificial Intelligence tools only to generate pre-rendered content such as promotional images, concept art, and some non-essential visual elements. The music tracks are also AI-generated. No part of the gameplay uses AI in real time; no levels, code, or dynamic content are generated during play.
All gameplay, level design, programming, and mechanics were created manually, with AI assistance only used to solve specific issues and speed up the development process. Artificial Intelligence does not intervene in or modify the player’s experience during gameplay. | Federico Garcia | - | Mar 18, 2026 | |
IRON SHADOW : Survival Protocol In-game content arttext | Some minor assets and text were created with the assistance of AI tools during development.
All core game design, gameplay systems, programming, and overall art direction were created and implemented by the developer.
AI tools were used only as a supportive tool during the development process. | KEYMAKER GAMES | - | Mar 18, 2026 | |
Subnautic Raider In-game content artaudio | Some background images and some marketing content generated with the assistance of ChatGPT (OpenAI). Music by Suno. Sound effects mainy by Elevenlabs. | Vandhall | - | Mar 18, 2026 | |
Rustmire In-game content audio | The background music in this game was created using AI. | MimicMimijeok | - | Mar 18, 2026 | |
Loopstructor 2: Skyspine In-game content text | Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools. | Pone Games | - | Mar 18, 2026 | |
Geargrid Tile Match In-game content art | Some in-game art assets and the game’s logo were created using generative AI tools to support the visual design and overall style of the game. | Boogygames Studios | - | Mar 18, 2026 | |
Tekkout2 - Balls of Rust In-game content art | Some of the 2D background images were created using AI. | TSSpiele | - | Mar 18, 2026 |
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