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: Tutorial
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Boungeon In-game content artaudiotext | Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer. | LAININ STUDIO | - | Jul 13, 2026 | |
Type Shogun In-game content art | Type Shogun uses pre-generated AI-assisted artwork for some stylized visual assets, including Steam store/library artwork and selected marketing/capsule images. Some in-game background or presentation artwork may also include AI-assisted elements. All AI-assisted content was reviewed, selected, and curated by NH Media LLC before inclusion.
Type Shogun does not use live generative AI during gameplay. Players cannot generate AI images, text, audio, or other AI content inside the game. | NH Media LLC | - | Jul 11, 2026 | |
Citadels - Shadow City In-game content art | Generative AI was used as an assistive tool for creating some visual assets. All AI-assisted assets were manually edited and refined by a human designer before being included in the game. | SERGEI MIRONOV | - | Jul 11, 2026 | |
Crown & Conquest In-game content art | Some store-page and marketing imagery for Crown & Conquest (capsule art, icons) was created with the assistance of generative AI image tools. All gameplay, rules, audio, and in-game art are hand-authored, and the game does not use generative AI during gameplay. | Cannibal Parrot Games | - | Jul 11, 2026 | |
フォーチュリア:交易路の開拓者 In-game content artcodetext | Generative AI was used for certain aspects of production, including some background images, item images, character image coloring, code review, optimization, and localization text. | FUJIYAMA ENTERTAINMENT | - | Jul 9, 2026 | |
EXORCISMUS: Vade Retro Satana In-game content artaudiocode | Human-crafted with AI assistance. Generative AI was used to assist with selected programming tasks (such as code optimization and debugging), create or enhance some voice-over and audio elements, and help refine selected graphical assets. All AI-generated content was reviewed, edited, integrated, and finalized by the developer. | Airem | - | Jul 9, 2026 | |
Thousand Ward In-game content art | Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team. | Veles Labs | - | Jul 8, 2026 | |
Massive Wild Monsters Spawn Near the Castle In-game content arttextcode | The creative direction and design of this game are the work of the developer. All code, copywriting, artwork, background images, and non-Chinese translations were AI-assisted. | ZhiCheng Xu | - | Jul 7, 2026 | |
Command Doctrine Live AI arttext | Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output. | ByteFlow | - | Jul 7, 2026 | |
Hardware Simulator - Prologue In-game content | Our team utilizes Generative AI technologies in the development of certain in-game elements. | Monarch Games | - | Jul 7, 2026 | |
Suika 3D Dev only art | Some visual assets and visual reference material used during development were created with the assistance of generative AI tools.
All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process. | Leaky Tap Games | - | Jul 6, 2026 | |
OxRox In-game content art | A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission. | FatOx Games | 45 | Jul 5, 2026 | |
Sanslo:Spin of the Three Kingdoms In-game content artaudio | This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer. | Studio Huewel | - | Jul 4, 2026 | |
Idle Pocket Crafter 2 In-game content text | 100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages. | Ruoto Games | - | Jul 4, 2026 | |
Stellar Harvest In-game content audioart | This game includes some AI-assisted music and Steam store marketing assets created during development. All such content was reviewed and integrated by the developer. No AI-generated content is created during gameplay, and players cannot generate AI content within the game. | Midnight Forge Studios | - | Jul 4, 2026 | |
This Little World Store/marketing artcode | This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art. | nash.audio | - | Jul 3, 2026 | |
WALLOP In-game content textcode | Generative AI (a large language model) was used to assist in drafting text content — store page descriptions, in-game text, and marketing copy — and to assist with code. All output was reviewed and edited by the developer. Game art is from licensed/CC0 asset packs and procedural rendering; audio is procedurally synthesized. No AI-generated imagery or audio ships in the game, and no AI is generated live at runtime. | Pizza Hero Gaming | - | Jul 3, 2026 | |
Sudoku Haven In-game content artaudiotext | Some of this game's images and artwork, its background music, and parts of its translated text were created with the help of generative AI tools. All AI-assisted content was reviewed by the developer before being included. The Sudoku puzzles themselves are generated by traditional (non-AI) algorithms, and no content is generated by AI while you play. | Emu WTF | - | Jul 2, 2026 | |
Miner Survivor In-game content art | Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time. | cksiow | - | Jul 2, 2026 | |
ARC Aquarium Unclear | The game's graphics and software are powered by artificial intelligence. | ACA Games | - | Jul 1, 2026 | |
Arensia In-game content artaudio | To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines. | JnJSoft | - | Jun 30, 2026 | |
Victorian Pier Tycoon Unclear | Generative AI tools were used to support the developer's creative direction. | Webpal Limited | - | Jun 30, 2026 | |
Fantasyforyou In-game content art | Some game artwork and visual assets were created with the assistance of generative AI tools during development. | GNISoft Co.,Ltd. | - | Jun 30, 2026 | |
NETBREAK Store/marketing art | Main Steam Page graphics | Splice | - | Jun 29, 2026 | |
BRAYZ In-game content text | Used for text translation. | studio nu | - | Jun 28, 2026 | |
The Kidnapped Brother In-game content artaudio | This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer. | SAEED MOHAMMED ARISHI | - | Jun 28, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
Duel: The Game Show In-game content text | Notice: AI-assisted development tools were used in the preparation and creation of the game mechanics, texts, and question catalog. | Main Stage Games | - | Jun 28, 2026 | |
Scorched Dominion In-game content artaudio | Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay. | InfiniService | - | Jun 28, 2026 | |
The Dungeon Persists In-game content arttext | This game includes some AI-generated and AI-assisted content:
1. Some in-game sprites were adjusted or edited using AI tools.
2. AI was used to correct spelling and grammar in the game's text and on the store page.
3. Adjusting some of the chiptune tracks in the game to sound more musical by putting them all in key
4. Some Steam store and achievement assets were created with AI assistance, specifically generating the greyed-out (inactive) versions of the achievement icons from the colored originals, and producing the various required store image sizes from the original promotional artwork.
All AI-assisted content was manually reviewed before release. | Alan Van Dinter | - | Jun 28, 2026 | |
Destination Gemini In-game content audioart | This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay.
AI-generated content has been used to enhance and enrich the in-game experience. | Hubert Cachat | - | Jun 28, 2026 | |
Axiom Of Echoes: Proof Refactor In-game content artaudio | Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand.
Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI. | Lukas Gergel | - | Jun 28, 2026 | |
Diggems In-game content art | Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game. | Purgehold | - | Jun 28, 2026 | |
Folding Dungeon In-game content audio | Using AI BGM | Hamus Game Studio | - | Jun 28, 2026 | |
Tomoshibi no Yoru Unclear codetext | Code, localization | NISAKE | - | Jun 28, 2026 | |
Fluffy Fighters - Tactical Dev only text | My game currently uses generative AI only to assist with temporary localization and translation work, mainly as a placeholder until the translations can be reviewed and replaced by professional human translators. | Lightcroft | - | Jun 28, 2026 | |
GodWright In-game content text | Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated. | Jace Sleeman | - | Jun 27, 2026 | |
Yips! Store/marketing artcode | Generative AI tools were used during development to assist with code and to create or refine some visual assets and Steam store marketing artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use generative AI during gameplay, and no content is generated liv | C.S.G | - | Jun 27, 2026 | |
TILEZ In-game content art | Some Example textures & images were created with AI. | Martin Winters | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
Last Hope: Zombie Autobattler In-game content arttext | Hi everyone! I'm currently a student and this is my very first indie game. While I'm completely at home with coding and game engines, handling all the visual design and localization entirely by myself was quite a challenge.
I created all the promotional capsule art and designs you see on the Steam store page manually from scratch. However, I did use AI generation tools as a starting base for some of the in-game UI overlays and minor textures. Afterward, I manually edited and color-corrected them to ensure they perfectly match the game's dark atmosphere. I also used AI text models to assist with translation and localization. There are no real-time AI generation systems running while you play. Thank you so much for your support and understanding! | Hands-Off Games | - | Jun 27, 2026 | |
ESTRO Quantum In-game content art | ESTRO Quantum uses generative AI only for some of its 2D/3D visual assets. Card illustrations and cosmetic art (card skins, backdrops, card backs) were created with the help of generative AI image-generation tools, then curated and reviewed by the developer before being included in the game. No AI-generated content is produced live during gameplay; the single-player "AI opponents" are traditional rule-based systems and do not use generative AI. | Estro.Games | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
Expat Manager In-game content art | AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay. | CIP Dynamics | - | Jun 16, 2026 | |
ツミゲーム(Tsumi Stack) Store/marketing text | We used generative AI tools to assist in drafting, translating, and optimizing the text for the store page and marketing materials. All final content has been reviewed and refined by the developer. | T.U Games | - | Jun 16, 2026 | |
Bowling Alley Simulator In-game content art | We use AI image tools during concept and ideation. Final in-game assets are produced and finished by hand by our artists, with AI-assisted elements reviewed, edited, and approved before release. No content is generated live during gameplay | Vulcron | - | Jun 16, 2026 | |
Slime Jamboree In-game content audio | Some Music assets were created with the help of AI tools. | Dincicode | - | Jun 13, 2026 | |
CoLane In-game content text | Machine translation was used for some parts of the translation. | Hayabusa | - | Jun 13, 2026 | |
K-Duel: The Anti-Cheater In-game content art | As a solo developer handling the entire scope of code, systems architecture, and design, generative AI tools were utilized during development to handle the massive volume of graphic assets. This includes illustrative 2D artwork for specific field environments, background landscapes, UI map layouts, and card illustration frames. Leveraging these tools allowed me to focus my full energy on what matters most: creating deep tactical gameplay, tight mechanical balance, and a compelling narrative. Every asset generated was extensively curated, manually edited, and visually polished to align perfectly with the game's aesthetic, storytelling, and tactical user interface. No live generative AI is used while the game is running. | luan nguyen | - | Jun 12, 2026 | |
Tetra Block Store/marketing text | Generative AI tools were used to assist with store page text, translation drafts, and promotional copy. All final content was reviewed and edited by the developer. | GlowPulse Studio | - | Jun 11, 2026 |
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