AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+401 this week
76%
Visual AI
most common disclosure type
76% of all disclosures · 3.1x vs audio ai
31
31%
use AI for 2+ purposes
5987 of 19,127 products
tag: Strategy Games
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Alive as a Service Dev only code | During development, AI tools were used to help review and debug parts of the code | koby | - | Aug 12, 2026 | |
Agile Team In-game content art | AI assisted in asset generation and editing of game and marketing materials. | Agile Team | - | Aug 12, 2026 | |
Trial By Fire Dev only art | Placeholder artificially generated artwork is being utilized in development. With a full release this will contain 0% AI generated artwork. | Inclined Software | - | Aug 11, 2026 | |
Hambone Alley In-game content artaudio | Generated code is applied to:
Create some shaders (like smoke and vertex snapping)
Procedurally draw billboard objects like pins and balls.
Procedurally produce sfx like pin knock sounds.
Some Store art is temporary generative concept art.
In-game Graffiti is hand drawn and not a product of generative AI. | Jeff Neet | - | Aug 11, 2026 | |
Shardwatch Dominion In-game content art | Certain visuals in this game have been created with AI. | grishkogameplay | - | Aug 11, 2026 | |
Ultracode Dev only codeartaudio | Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline. | Lava Block | - | Aug 11, 2026 | |
Breathtoll In-game content art | Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens. | Josh Winter | - | Aug 11, 2026 | |
Fablewood Chronicles In-game content artcodetext | AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world. | Developesque | - | Aug 11, 2026 | |
刀与剑 ~斗牌风云录 In-game content art | Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists. | LarjGameStudio | - | Aug 11, 2026 | |
Arithmetrick In-game content artaudio | The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay. | WeiLuo | - | Aug 11, 2026 | |
Resonurgy In-game content art | Generative AI was used as part of the development pipeline for selected 2D icons and some 3D model source assets. All included assets were reviewed, edited, optimized, and integrated by the developer. | Manafold Studio | - | Aug 11, 2026 | |
Raise, Rise & Die In-game content art | Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine. | Grimvault games | - | Aug 11, 2026 | |
剑心犹在 In-game content art | Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay. | SU HANTIAN | - | Aug 11, 2026 | |
HexLight In-game content art | Generative artificial intelligence was used to create the artwork for HexLight’s Steam achievement icons. The resulting images were reviewed and prepared for use by the developer. | Cameron Olson | - | Aug 11, 2026 | |
Dice Factory In-game content text | Dice Factory is translated to English & French by me.
For all the other languages, I was helped by AI. | mrTodo | - | Aug 11, 2026 | |
Konflikt Unclear art | AI Generated illustrations | Michal Mlejnek | - | Aug 11, 2026 | |
Desert Struggle In-game content audiotext | The game contains a few voice lines that where generated using a text-to-speech service. I assume this service used some sort of gen-AI. For some translations an AI was used for proofreading. | CrashDumpSoftware | - | Aug 11, 2026 | |
States of Power In-game content text | Game includes translations made with AI tools | Sarunas | - | Aug 11, 2026 | |
Sudoku Mania In-game content art | All ideas and features of the game where designed by the development team, but AI has been used in the actual generation of the images/textures, smoothing images/textures for final review and release to include the assets seen in the trailer. AI has also been used to find crucial bugs before release of the game. | Scadu Games | - | Aug 10, 2026 | |
Rat Hunt Store/marketing codeart | Some code and marketing content may be generated by AI. | Watashi Games | - | Aug 10, 2026 | |
Tactician In-game content textart | AI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists. | Interlink Games | - | Aug 10, 2026 | |
Yathsel Store/marketing art | Some of this game's artwork (including store capsules and background art) was created with the help of generative AI image tools. All AI-assisted content was reviewed, edited, and curated by the developer. The game generates no AI content at runtime; opponent behavior uses traditional, hand-authored game logic | urdentstudios | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
Thread Match Festival Store/marketing art | The Hero Capsule and main logo was created using AI tools only. The other assets of the game were not created using AI tools. | Tuga Studios | - | Aug 8, 2026 | |
Wardspire In-game content artaudio | Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI). | SoftForge IT Kft. | - | Aug 8, 2026 | |
TowOrbs Unclear code | Coding | Exaltes | - | Aug 8, 2026 | |
Helion Conflict In-game content art | Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime. | GoraGames | - | Aug 8, 2026 | |
Next Level: Tower Defense In-game content artcode | This game uses generative artificial intelligence in its development.
Some visual assets — including character sprites, unit artwork, and related
game graphics — were created or assisted with generative AI tools and then
integrated into the game. AI was also used during development to assist with
programming and production workflows.
Generative AI is not used to create content live during gameplay. The game
does not connect to external AI services while you are playing. | Ronnie | - | Aug 8, 2026 | |
GO, STOP In-game content artaudiotext | All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way. | Moon Shin Ho | - | Aug 8, 2026 | |
Damage Xiangqi In-game content codeaudioart | [Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Aug 8, 2026 | |
Tactical Dungeon Slayers In-game content artaudio | Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated. | Futurebun | - | Aug 8, 2026 | |
Procession Engine In-game content artaudiocode | Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime. | Not Applicable Games | - | Aug 8, 2026 | |
Pachinko Forge In-game content artaudio | Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Cow Horse Studio | - | Aug 8, 2026 | |
Door Code In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 8, 2026 | |
A Wizard-Chess Tournament In-game content text | * Localization done with the help of generative AI | Stefan Badenhorst | - | Aug 8, 2026 | |
Frontactics In-game content arttext | Generative AI tools were used during development to assist with the refinement of certain visual assets and to improve the quality and consistency of translations. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No generative AI is used to create content dynamically during gameplay. | Molba Studio | - | Aug 8, 2026 | |
Bankr In-game content art | Some character portrait sprite sheets and brand/division imagery shipped with Bankr are produced with generative AI tools during development, then reviewed and edited by the team before inclusion. All game text, simulation code, balance-sheet math, ratio logic, and gameplay systems are human-authored. No content is AI-generated at runtime — every asset is pre-rendered and pinned in the build. | Wend Games & Entertainment | - | Aug 8, 2026 | |
Shrine Protectors In-game content art | Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing. | VSolStudio | - | Aug 8, 2026 | |
Evilos In-game content art | I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop. | Bunch of Idiots Studio | - | Aug 7, 2026 | |
Twenty One Points In-game content artaudiotext | This game uses AI for art, music, and localization. | 浮生若琉璃 | - | Aug 7, 2026 | |
Bulwark Tower Defense In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 7, 2026 | |
Planet Inc In-game content textcodeart | During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer. | Saeron | - | Aug 7, 2026 | |
Reino Visigodo: Conquista de Hispania In-game content art | This game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI. | MMF Games | - | Aug 7, 2026 | |
Slay Sean, Save The World! In-game content artaudio | Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer. | Christopher Pufan | - | Aug 7, 2026 | |
ローマ帝国の逆襲 In-game content art | We use generative AI tools to assist in creating some of the store artwork and in-game visual assets | 杉浦秀樹 | - | Aug 7, 2026 | |
Ashen Throne In-game content arttext | Some of the game's 2D artwork (illustrations, icons, and backgrounds) was created with the assistance of generative AI tools and then curated and edited by the development team. Some non-English text is translated with AI assistance and reviewed before shipping. No AI content is generated live during gameplay. | Ashen Throne Games | - | Aug 7, 2026 | |
Dawnkeep Dev only codetext | AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music. | Zang | - | Aug 7, 2026 | |
Road to FIRE In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 7, 2026 | |
Holiday Alliance In-game content artaudio | Holiday Alliance uses generative AI to help produce character art, map backgrounds, and music/SFX. All game design, level design, balance, dialogue, and final art/audio selection were done by the developer, with every AI-generated asset reviewed and revised before inclusion. | Joyner Labs | - | Aug 7, 2026 | |
Bid Wars Dev only | Some assets were created with the help of AI serving mainly as inspiration. | Fat Dragon Studios | - | Aug 7, 2026 |
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