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: Vehicular Combat
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Battlegeuse Unclear audio | AI Voices. | Laboriontech Games | - | Jul 12, 2026 | |
TRAINCORE In-game content art | AI is used to enhance images and icons by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | Jul 11, 2026 | |
Void Swarm Store/marketing art | AI has been used to adapt the cover art to Steam's specific dimensions and requirements. | Gamez-Studio | - | Jul 11, 2026 | |
Bastyrion: Endless Tide In-game content codetext | Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay. | Ryuusu's Mate Party | - | Jul 11, 2026 | |
IRON RAIL GIRLS : 最終列車のドライジーネ In-game content artaudio | We have used AI to create some of the background artwork and BGM. | もりのあるまち | - | Jul 9, 2026 | |
Military Destruction: Shock & Awe In-game content artaudio | Some art assets, textures, and sound effects are created with the assistance of AI tools, then curated and edited by the developer. All game design, gameplay systems, code architecture, physics simulation, and mission design are human-made. No AI-generated content is created at runtime.
As a solo developer with a limited budget, I use AI tools to help produce some assets and sounds. This lets me keep my time focused where a solo dev's hours matter most — the core gameplay, the physics simulation, and mission design — while still delivering production quality that would normally require an extended team. Every AI-assisted asset is curated, edited, and integrated by hand. | Bax Studios | - | Jul 8, 2026 | |
Pirate Attack: Ocean Survival Store/marketing artcode | -Ai created the picture for the shop site
-helped programming the game | Minima Games | - | Jul 1, 2026 | |
Korea. IL-2 Series In-game content arttext | Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team. | 1C Game Studios | - | Jun 30, 2026 | |
Daily War Online Dev only code | Developed using Claude Code. | Daily War Online | - | Jun 29, 2026 | |
Glowpits: Farmers Arena In-game content art | AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials. | Pinfox | - | 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 | |
Vehicle Game In-game content audio | AI-Generated BGM | KIMJUIM | - | Jun 28, 2026 | |
Deadclaim Dev only code | AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists. | 𝕾𝖍𝖊𝖗𝖕𝖆 | - | Jun 26, 2026 | |
Wreckwake Endless Sea art | This game uses generative AI during development to assist with concept art,
texture drafts, store media preparation, and iteration of visual assets.
Final in-game assets are reviewed, edited, and integrated by the developer
before release. The game does not use generative AI to create live gameplay
content during play. | Jetsan Inc | - | Jun 14, 2026 | |
VoidCraft Live AI textart | VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI. | Hanamori Labs, LLC | - | Jun 12, 2026 | |
Irondrive Unclear artaudio | I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored. | Alessandro Le Mura | - | Jun 12, 2026 | |
Project: Roaring Citadel In-game content art | A few minor environmental assets such as some small stones were AI-generated as drafts and fully edited manually. No runtime AI content in-game. | Cyfall Studio | - | Jun 11, 2026 | |
KingBattle In-game content art | Generated some UI elements | ERDHub | - | Jun 11, 2026 | |
钢之誓言 In-game content audio | We only used AI tools to generate the background music for the game, which is directly embedded in the game's assets. | Ling Jun | - | Jun 11, 2026 | |
TankFall Arena In-game content artaudio | TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation.
TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Adamantium_studio | - | Jun 10, 2026 | |
RumBall Stadium In-game content art | Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team. | RumBall Games | - | Jun 10, 2026 | |
The Line Must Not Stop In-game content text | As an indie project, this game uses machine translation for some of the languages.
No AI was used for the source text, artwork or sound. | ArcoDev | - | Jun 9, 2026 | |
Redline Protocol In-game content codeartaudio | Generative AI tools were used during development to assist with code, UI, audio, and promotional materials. | Cranky Crow Games | - | Jun 8, 2026 | |
Explosive Track Store/marketing art | AI was used only to enhance storyboard artwork and loading screen images. | UY Studios | - | Jun 8, 2026 | |
Roomrush Racer In-game content artaudio | Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product. | Benjamin Recker | - | Jun 3, 2026 | |
Drone Arena In-game content artcode | We used AI for vibe-coding and some UI Elements. | ZEG | - | Jun 3, 2026 | |
DRAWN TO RACE Dev only art | Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game. | Agalar Game Company | - | Jun 3, 2026 | |
The Few Store/marketing art | Logo generation | Indub | - | Jun 3, 2026 | |
CLAW - Cosmic Legendary Animal Warfare In-game content artaudio | This game includes AI‑generated assets, such as sprites, icons, illustrations, and sound effects. All AI‑generated content was created during development, manually reviewed, and integrated as static assets.
The game does not generate any AI content during gameplay, and it does not create dynamic images, audio, or text for players. All included assets are fixed and safe. | Erik Jäckel | - | Jun 3, 2026 | |
Phaseshift: Evolved In-game content artaudio | Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime. | Bubblehead Game Dev | - | Jun 3, 2026 | |
Tiny Wrecks In-game content art | Some cosmetic assets and sticker designs used in the game were created or assisted with the help of generative AI tools. All AI-generated content was reviewed and modified before being included in the final product. | Kaivor Studio | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
Galactic Patrol Store/marketing art | AI tools were utilized to generate some art assets on the store page. | Binx.tv | - | May 23, 2026 | |
1101 In-game content art | Our Creative Approach: A Human-First Duo and AI Disclosure
We are a passionate two-person team dedicated to bringing 1101 to life. To achieve the visual depth and cinematic quality we envisioned as a small studio, we utilized AI-assisted tools specifically for cinematic refinement, 3D texturing and modeling.
Here is exactly how we use AI to support our hand-crafted work:
From Concept to 3D Reality
Our 3D creation process combines traditional artistry with modern efficiency. Once we finalize a self-made image reference, hand-drawn sketch or a custom-generated image reference, we use AI-assisted modeling tools to convert that 2D vision into a 3D base mesh.
The Human Touch
This AI-assisted object is only the starting point. As a two-person team, we then step in to manually refine the geometry, adjust the proportions, and hand-modify the details. This "Human-in-the-Loop" approach allows us to bridge the gap between a 2D idea and a high-quality 3D asset, ensuring every object fits perfectly within our world’s hand-crafted design.
Cinematics: AI tools helped us polish visuals in our cinematics, allowing us to deliver high-quality storytelling that would typically require a much larger team.
Everything else is human-made. From the core gameplay mechanics and level design to the dialogue, music, and sound effects, every "soul" of this game comes directly from our hands. Ultimately, being an indie underdog means being resourceful. Using these tools wasn't about cutting corners; it was about bridging the gap to deliver a high-quality experience that a duo could otherwise never achieve. We’ve used technology to work harder on what matters most: making a game you'll love to play. | YC Game Studio | - | May 23, 2026 | |
Hyperline In-game content artaudio | Spaceship models and some sound effects have been developed with the use of AI. | Eden Alba | - | May 23, 2026 | |
Defender Zed-001 Store/marketing art | “Some visual assets and promotional materials were created or enhanced using generative AI tools.” | Robert E. Hull | - | 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 | |
Birds Store/marketing art | The logo was made by my homie with the help of an ai there i said it | RubenCo | - | May 23, 2026 | |
NitroRun: Off-Road Rush In-game content art | Some visual assets were created with the assistance of generative AI and later refined by the developer. All content has been reviewed for originality. No generative AI is used during gameplay. | Iron Grid Studios | - | May 23, 2026 | |
Ultra's Drive Dev only | Like most AAA games, my game was developed with the assistance of Generative AI. | Ultraedge | - | May 23, 2026 | |
1982 Tenacious of the Air Unclear | AI was used as limited support in creating certain elements.
All generated content was reviewed and manually adjusted by the developer.
There is no AI-generated content during gameplay.
All assets used have valid commercial licenses. | Tenacious Studio | - | May 23, 2026 | |
Codex Solis: Purrgatorium In-game content artaudio | I’m a solo developer and I use my own cat photography in the game. Some of those photos were transformed into in-game card art with generative AI. Both my original photography and the card art based on it are included in the game. Voice lines in the intro cinematic were also generated with AI. Generative AI is also used when generating stylized weapon & power-up cards. Final assets were selected and edited by the developer. | Illusoric Games | - | May 23, 2026 | |
G-Vora In-game content artaudio | The following content is created with generative AI: character portraits, background music, and cover/promo material (hand-made in-game screenshots edited/overpainted with AI-assisted tools). All other content (code, game mechanics, driving physics, 3D assets, sound effects, text, track design, gameplay) is hand-made without AI generation. | mañana studios | - | May 23, 2026 | |
Bulletreign: Survivors In-game content artaudiotextcode | This game was developed with AI assistance for visual assets, sound effects, localization, and code. All AI-generated content was pre-generated during development and reviewed by the developer. No real-time AI content generation occurs during gameplay. | Semih Cagatay | - | 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 | |
荒原列车 Wasteland Train: Conductor In-game content audio | The background music and some sound effects were generated by AI. | Jinye | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Sopwith In-game content art | Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI | Lemoine Yann | 15 | May 23, 2026 | |
Battalion of Tanks Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 |
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