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
TitleDisclosureCreatorSrcReviewsAdded
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
13May 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
15May 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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