Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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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.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer.
The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
AI tools are used to speed up coding and to generate the visual art you see in the game.
This is not the work of a "soul less machine" - It takes real human effort besides the generation of images.
Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game.
Thank you!
Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay.
This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer.
The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
AI tools are used to speed up coding and to generate the visual art you see in the game.
This is not the work of a "soul less machine" - It takes real human effort besides the generation of images.
Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game.
Thank you!
Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay.
This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.