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: Twin Stick Shooter
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chrome Circuit In-game content artcode | Chrome Circuit is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer. | David Gamble | - | Jul 11, 2026 | |
Little Drone TuTuTu In-game content codetext | AI Assisted Coding
AI Assisted Localization | Illumina Games Co., Ltd. | - | Jul 8, 2026 | |
DEFLEKT In-game content artaudio | DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime. | Mayd-It Games | - | Jul 7, 2026 | |
Cargo Runner: Faction Fracture In-game content art | Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated.
AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content. | Aech | - | Jul 6, 2026 | |
Zerion: Infinite Space art | Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion. | Gilberto Avalos | - | Jul 3, 2026 | |
StarCinder In-game content artaudio | StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing. | DeadPixel Software | - | Jun 29, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
Hunters Trial : One Breath In-game content art | Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface. | White Iron Games | - | Jun 28, 2026 | |
Nebula Live Dev only | Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI. | KaamosGames | - | Jun 28, 2026 | |
Noctus Quarry In-game content audioart | We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio. | Molten Shard Games | - | Jun 28, 2026 | |
UnTANKable In-game content art | We use generative AI for promotional artwork on our store page, but none of the in-game content uses AI. | ForTem Labs | - | Jun 28, 2026 | |
Starship Kepler In-game content artaudio | Some store page assets and library assets (marketing banner etc), as well as some artwork and maybe 10% of the sound effects, were created with the assistance of AI.
The music is entirely human. No AI music in the game. | Nathan Kramer | - | Jun 28, 2026 | |
Hollow Signal In-game content art | Hollow Signal contains pre-generated AI-assisted content, including portions of visual artwork, promotional imagery, and certain game assets. All content has been reviewed, curated, edited, and integrated into the final game by the solo developer. | Dev-Solo Studio | - | Jun 27, 2026 | |
Beyond Horizon In-game content artaudio | During development, procedural and AI-assisted tools may be used to support certain content creation tasks. All content is reviewed, refined, and integrated by the developer. Examples include artwork coloring and sound effect generation. | Trashy Games | - | Jun 27, 2026 | |
Village Survivors In-game content text | This game utilizes AI-assisted programming and multilingual localization. | Aegithalos Studio | - | Jun 27, 2026 | |
NEON SURGE In-game content text | AI was used to assist in producing the in-game user-interface text translations for French, Spanish, German and Italian, which were then reviewed for accuracy. The English and Portuguese text is human-authored. All visual art, sound effects and music in NEON SURGE are generated procedurally by our own code — no AI models were used to create art, audio or gameplay assets. | Miber Studio | - | Jun 27, 2026 | |
Gods' Gate Dev only art | AI has been used to develop placeholder assets exclusively for game testing. AI has ben used for debugging and optimization. | Alictronic Games | - | Jun 16, 2026 | |
SUBSØNIC Store/marketing text | Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized. | Komar Labs | - | Jun 15, 2026 | |
Meteor Rush In-game content arttextaudio | 1. Cover art is created in Unreal Engine and photoshop, and has a detail pass on top of it by AI.
2. Localisation on the steam page is translated by AI.
3. Music is generated by AI. | Outpost Games | - | Jun 15, 2026 | |
F.U.N In-game content text | Translations/Localization. | DesignationX | - | Jun 15, 2026 | |
Brainrot Defender In-game content text | Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services. | SK Studio | - | Jun 12, 2026 | |
Wonderland Gacha House: Muster In-game content artaudio | AI-Generated Content Disclosure
The developers describe how the game uses AI-generated content as follows:
Art & Icons: Some in-game skill icons and secondary UI decorative elements were assisted by AI generation tools for concept and asset creation, followed by meticulous manual polishing and refinement by our artists.
Music & Audio: Portions of the background music and ambient soundtracks were created with the assistance of AI music generation tools, ensuring strict compliance with commercial licensing.
Video & Animation: The complete in-game opening cinematic (OP) was created using AI video generation technologies.
Our Commitment: All AI-generated assets used in this game strictly adhere to copyright laws and commercial usage terms. They do not contain any infringing, pirated, or unauthorized copyrighted materials. | Hexadeca Dimensions | - | Jun 12, 2026 | |
Arcade Architect Store/marketing art | Store capsule/library images and logo art was created with the help of AI. | Drew VanWagner | - | Jun 10, 2026 | |
Data Breach Inc. Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. | Beep2Bleep | - | Jun 9, 2026 | |
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaPony | - | Jun 5, 2026 | |
Runic Dungeon Store/marketing art | The game has no AI generated content.
The store page have AI generated content (I used AI to upscale & enhance my own artwork). | Alexis & Friends | - | Jun 4, 2026 | |
暗面 Dark Side Void In-game content text | Al were used to assist with translating text into multiple languages. | Beyond The Light Cone | - | Jun 3, 2026 | |
Rat Musou In-game content artaudio | This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay. | Studio Bing-Huan | - | Jun 3, 2026 | |
CellShocked In-game content audio | Some assets AI was used to speed along development time and our music person (JenZ) used some AI in creating the sound track. | Pre-Tech | - | Jun 3, 2026 | |
Ore & Ordnance In-game content audioart | All music was generated by AI.
Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel.
Ai assisted with some aspects of coding/refactoring/debugging.
The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva. | Hooley Studios | - | Jun 3, 2026 | |
Little Warrior Store/marketing text | We used generative AI tools to assist with drafting and localizing store page text. All AI-assisted text is reviewed and edited by our team before publication. The game does not use live-generated AI content during gameplay. | Starplaytech | - | Jun 3, 2026 | |
Geometry Rift In-game content artcode | AI was used to create some 3d Models and enhance the programming of the game. | Víctor Vergara | - | Jun 3, 2026 | |
Far Away Kingdom In-game content audio | Only minor voice effects in the game were generated using AI tools. No AI-generated gameplay, narrative, music, or visual content is included. | The Other Guy Studio | - | Jun 3, 2026 | |
AI CARAMBA Dev only codetext | I use AI to summarize documentation, criticize my code, and help me make sense of error messages.
Sometimes I feel discouraged and I ask AI to write stuff for me. Seeing the garbage it produces makes me feel better, and encourages me to try again :) | Works of Love | - | Jun 3, 2026 | |
Ogre Chambers 2222 In-game content text | TRANSLATIONS in store page and in-game have been generated with artificial intelligence. These translations are FULLY OPTIONAL to use and you can experience the full game without any artificial intelligence by playing in the English language. I wanted to give people the possibility to experience the game in their native language, which is why this decision was made. | ANTENNA GAMES | 242 | Jun 3, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Blitzcade Dev only code | AI tools were used to assist on the programming of the game | MG | - | May 23, 2026 | |
Kuiper Wanderer Dev only art | We employ AI-enhanced pipelines for the optimization of certain artistic resources. | Moonage Games | - | May 23, 2026 | |
Defenders of Ten Roads Crossing Tower In-game content text | As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI. | Hetocode | - | May 23, 2026 | |
Brainrot Tung Tung Sahur Store/marketing art | Some of the images are generated using AI. | Onlygames S.R.L. | - | May 23, 2026 | |
Project Vanguard In-game content art | Some store and library marketing images were created with AI-assisted image generation. The game’s code, gameplay systems, balancing, ship behavior, upgrade systems, and implementation were developed by the developer. | MrBastion | - | May 23, 2026 | |
Heavy Mental: A Co-op Action Roguelite In-game content art | During the development of Heavy Mental, we utilized Meshy AI to assist in creating base 3D models and textures for several character assets and environmental props. Every asset generated through AI has been manually refined, rigged, and animated by our development team to ensure it fits the game's unique stylized art direction and meets our quality standards. Our use of AI is limited to the pre-production phase to streamline our artistic workflow. | Black Star Interactive | - | May 23, 2026 | |
Banana Belt Miner In-game content art | AI was used to design the backgrounds | V Forge | - | May 23, 2026 | |
Bulletball In-game content artaudiocode | AI assisted with sound, graphics and code. | Crosscades | - | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
Ethereal Storm In-game content art | contains generative art from netwrck ra1 art generator for art | App.nz | - | May 23, 2026 | |
Swarmbreak In-game content artaudio | AI is used to generate art and sound during development - as a solo dev this is a way for me to test gameplay easy. | CallOfPort | - | May 23, 2026 |
133 results
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