AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable

19127
19,127
disclosures tracked
+401 this week
76%
Visual AI
most common disclosure type
76% of all disclosures · 3.1x vs audio ai
31
31%
use AI for 2+ purposes
5987 of 19,127 products
tag: War
TitleDisclosureCreatorSrcReviewsAdded
Warlord Atlas: Global Naval War
In-game content
artaudio
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Warlord Atlas Project
-Aug 11, 2026
World War Chess
Unclear
art
Very few of the models are AI Generated, and I want to remove those models once I have the time
Lanse
18Aug 11, 2026
States of Power
In-game content
text
Game includes translations made with AI tools
Sarunas
-Aug 11, 2026
Operation: Horumus
In-game content
artaudiotextcode
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
Park JongHwa
-Aug 10, 2026
勇桜 ~Escape from the Empire~
In-game content
audiotext
This game uses generative artificial intelligence in part to improve development efficiency. It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages. However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
ChomaGames
-Aug 8, 2026
Ode to War
In-game content
codetext
Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development. The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed). No AI runs while you play, and the game never connects to an external AI service.
Joran Batty
-Aug 8, 2026
Next Level: Tower Defense
In-game content
artcode
This game uses generative artificial intelligence in its development. Some visual assets — including character sprites, unit artwork, and related game graphics — were created or assisted with generative AI tools and then integrated into the game. AI was also used during development to assist with programming and production workflows. Generative AI is not used to create content live during gameplay. The game does not connect to external AI services while you are playing.
Ronnie
-Aug 8, 2026
For the Fatherland: Chronicle of Park Chung-hee
In-game content
artaudiotext
Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
Fultuka
-Aug 8, 2026
Bulwark Tower Defense
In-game content
art
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Meridian Studios
-Aug 7, 2026
ローマ帝国の逆襲
In-game content
art
We use generative AI tools to assist in creating some of the store artwork and in-game visual assets
杉浦秀樹
-Aug 7, 2026
Ashen Throne
In-game content
arttext
Some of the game's 2D artwork (illustrations, icons, and backgrounds) was created with the assistance of generative AI tools and then curated and edited by the development team. Some non-English text is translated with AI assistance and reviewed before shipping. No AI content is generated live during gameplay.
Ashen Throne Games
-Aug 7, 2026
Bid Wars
Dev only
Some assets were created with the help of AI serving mainly as inspiration.
Fat Dragon Studios
-Aug 7, 2026
Lifebearers
Store/marketing
codeaudio
Artificial intelligence was used to support the game's coding and the trailer music.
Bear Games
-Aug 7, 2026
Arena Blast
Store/marketing
art
Blast Arena does not use AI to generate gameplay, code, or real-time content. Artificial intelligence was only used during development to help create certain promotional and marketing assets, such as concept art and store visuals. All in-game content and player experiences are fully handcrafted and not AI-generated.
OXS Games
-Aug 7, 2026
Army Troop Remastered
In-game content
art
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Army Troop Studios
-Aug 6, 2026
SubSurvival: SSN-13 "Grendel"
In-game content
artaudiocode
AI Coding Agents used as coding assistants, AI Generated Audio and Artwork in some places
Pomme Bleue
-Aug 6, 2026
Mapping Creator
Store/marketing
codeart
Used AI to help me code and create the game and the logo.
MappingCreator
-Aug 5, 2026
Stick Legion
In-game content
text
Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play.
Vanishline Games
-Aug 5, 2026
Chess Army
In-game content
text
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
ChaNoCreArt
-Aug 5, 2026
KIT Three Kingdoms: Heroes at War
In-game content
arttext
Some pre-generated visual assets and localization text were created with the assistance of generative AI and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
MAG & Kitetsu
-Aug 5, 2026
Old Stars
In-game content
artaudio
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
adamjr
-Aug 5, 2026
Frontline Total Warfare
In-game content
art
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Army Troop Studios
-Aug 5, 2026
Emergence
In-game content
arttextcode
Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping. All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions.
Katagena Labs
-Aug 4, 2026
Koruzan
In-game content
art
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
Koruzan Games
-Aug 4, 2026
DragonFire: Defense
In-game content
arttext
AI tools were used during development for the following assets: Steam Store capsule images and marketing art Game localization and text translations Select 2D visual assets and graphics in the game
DodoModo
-Aug 4, 2026
Palisade
In-game content
textcode
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code. All output was reviewed and edited by the developer. The game does not generate AI content while running. Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Aulot Games
-Aug 1, 2026
Forts & Castles
In-game content
art
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
Thomas Silveri
-Aug 1, 2026
FIRE STATE
In-game content
art
The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance. The in-game warning UI and spray decals are AI-generated. Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied.
UnderFire
-Jul 31, 2026
Strait of Hormuz Mini Arcade
In-game content
artaudio
AI was used to support artwork creation and background. Background music creation was supported by AI.
Innopede GmbH
-Jul 31, 2026
Warmachine: Rogue-Scout
In-game content
audioart
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
Vaultkeeper Games
-Jul 31, 2026
1453: Fall of Constantinople
In-game content
arttext
1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime.
3Cats Studio
-Jul 31, 2026
NEON FORTRESS
Unclear
AI makes game better!
tangcq
-Jul 30, 2026
Voxel Dynasties
In-game content
art
Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime.
Felix Kempin
-Jul 30, 2026
Rhodian Exodus
In-game content
art
AI mainly used to generate images and icons. Some usage in automated testing.
Kostas Kougios
-Jul 30, 2026
War In The Dark
In-game content
arttextcode
Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer. Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic. Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages.
Sprout Studio
-Jul 30, 2026
Age of Bricks
In-game content
codeaudio
Generative AI coding models (Claude Code) used to assist with development. Including code that renders background music using MIDI-as-code tracks.
stoggi
-Jul 30, 2026
Shattered Void Online
In-game content
audiotext
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Woodland Software
-Jul 30, 2026
Group Commander
In-game content
text
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
Eucalyptus Games
-Jul 29, 2026
Succubi of Byzantion
In-game content
artaudiotextcode
This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand. Code: Claude Opus 4.8, Claude Fable 5.0 Writing & translation: Claude Opus 4.8, Gemini Pro 3.1 Graphics: Gemini Nano Banana 2 Music: Claude Opus 4.8 Video: Gemini Omni
Jan Martinek
-Jul 27, 2026
Valenfeld
In-game content
arttext
Our Policy on AI & Procedural Generation Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that. Why we use it Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it. What always stays human Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships. Not AI slop — procedural generation is the point We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes. Our bet We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap." As we grow This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that. — Metatransformer Studios
Metatransformer Studios
-Jul 25, 2026
Ruler of Empires
In-game content
art
Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI.
Mehmet Sefa KARATAŞ
-Jul 25, 2026
Strike Wings
In-game content
art
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Strike Wings Games
-Jul 25, 2026
Tides of Empires
In-game content
arttext
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
AtomicPixelGames
-Jul 23, 2026
SCARVOID
Store/marketing
arttext
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game. All game code/assets are 100% made by humans.
Cyberhaze
-Jul 23, 2026
Top Down Battle Royale 2D
In-game content
art
This game uses some assets that were AI generated. This includes some store images and in-game content.
Shamrock Studios
-Jul 23, 2026
Alamet: Interstellar Wars
Unclear
The game's graphics and software are powered by artificial intelligence.
ACA Games
-Jul 23, 2026
Crown Marshal
In-game content
arttext
Generative AI was used for some images and localization.
FOGMOE
-Jul 22, 2026
Boiler & Blood
In-game content
audio
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Critics Arcade
-Jul 22, 2026
Naval Strike
Store/marketing
art
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
VGP256
-Jul 22, 2026
RTS Outpost
In-game content
art
Some store and marketing artwork (capsule/header images) was created with AI image tools and then reviewed and edited by the developer. Some in-game commander avatars were also AI-assisted. The game does not generate any AI content live during play.
Murat Yucel
-Jul 22, 2026
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