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Complete Steamworks’ Content Survey before you submit your store page or build. In its Generative Artificial Intelligence Content section, list every AI-created asset that players can consume or that appears in your store and marketing materials. Identify whether each use is Pre-Generated (created during development and shipped as fixed content) or Live-Generated (created while the game is running). For live generation, describe the safeguards that reduce illegal output. Valve evaluates AI output under the same content, copyright and marketing standards as non-AI work, and disclosure does not make prohibited material acceptable. Valve’s January 10, 2024 announcement says much of the disclosure can appear on the Steam store page; live-generated games also provide an in-game overlay route for reporting illegal content.
What does Steam require developers to disclose?
Steamworks has a dedicated Generative Artificial Intelligence Content section in the Content Survey. The practical test is what reaches players or is associated with the game, not whether a developer used an AI tool at some point in the office. Inventory AI-created artwork, sound, narrative, localization and other player-facing material in the build, then include relevant store-page and marketing assets.
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For each use, Steam needs a factual description of the tool or service, the type of material it produced, where players encounter that material, and whether it is fixed or generated at runtime. If generation occurs during play, add the controls you actually operate to limit illegal or inappropriate results. Do not describe an imagined moderation system or promise human review that your game does not provide.
The survey is a disclosure, not a waiver. Valve’s pre-release review checks AI output for the same issues applied to non-AI content, including illegal or infringing material and consistency with your marketing. A complete answer can help Valve understand your pipeline, but it cannot authorize content that would be rejected if a person had made it.
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Which AI-assisted content belongs in the survey?
Include any AI output that a player can see, hear or read in the shipped game, and any associated asset that a prospective buyer sees on the Steam page or in game marketing. The following inventory prevents the most common omissions.
Artwork and visual assets
- Character, creature, environment and prop images.
- Concept art that remains in the game, such as loading screens, menus, cards or codex illustrations.
- Textures, icons, logos, backgrounds, promotional key art, trailers or screenshots created with generative tools.
- AI-generated images that were later painted over, composited or substantially edited. Editing does not erase the fact that AI helped create the player-facing source material; describe the final use accurately.
Sound and music
- Music, loops, ambience, sound effects, voice performances or voice lines generated or synthesized by an AI service.
- Audio used only in a trailer or other marketing piece, if players encounter that marketing on the store page or elsewhere.
- AI-assisted audio that was cut, rearranged or mixed by your team when the resulting recording remains in the game.
Narrative and dialogue
- Fixed story text, item descriptions, quests, subtitles, character biographies and dialogue drafted or generated by an AI system and shipped after editing.
- Dynamic conversations, descriptions or quests produced while the game runs.
- AI-created names or lore if they are exposed to players, even when the rest of the narrative was written traditionally.
Localization
AI-assisted translation counts when the translated text is shipped for players to read. List the affected languages and where those strings appear, and state whether people reviewed or edited them if that is part of your real process. A translation generated for an internal draft and discarded before release is different from localization that reaches the build or store page.
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Other player-consumed output
Use the same rule for generated animations, video, 3D models, item names, user-facing help, avatars or any other output. If a player can consume it, or a buyer sees it in your Steam presentation, put it in your inventory and decide how it should be classified.
What is the difference between Pre-Generated and Live-Generated AI content?
Pre-Generated content is produced during development and shipped as a fixed asset. Live-Generated content is produced while the game is running, in response to a player, game state or server request. The distinction is about when generation occurs, not how sophisticated the model is or whether a human later edits the result.
| Survey point | Pre-Generated | Live-Generated |
|---|---|---|
| When output is made | During development, before the build is shipped | During play, after the game is running |
| What the player receives | Fixed art, sound, text, localization or other files included in the build | New text, images, audio or other material created at runtime |
| Typical examples | Edited AI illustrations, soundtrack tracks, quest text or translated strings packaged with the game | On-demand NPC dialogue, generated images, adaptive stories or player-triggered descriptions |
| What to explain | Tool or service, asset type, locations in the game and editing or review performed | Tool or service, runtime feature, output types, player exposure and implemented safeguards |
| Safety detail | Explain your normal content and rights review; no runtime safeguard description is needed unless generation also occurs live | Describe moderation, filtering, prompt restrictions, allowlists or blocklists, human review and reporting controls that actually exist |
| After approval | A later build or store-page change may require Steam Support | The same change rule applies, with additional attention to the live feature and its controls |
A single game can use both categories. For example, fixed AI-generated portraits belong under Pre-Generated while an NPC that composes new dialogue from a model during play belongs under Live-Generated. Report each use rather than choosing one label for the entire project.
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How do I complete Steamworks’ Content Survey?
Prepare the inventory before submitting the store page and build. Sign in to Steamworks, open the game’s app record and open the Content Survey. The exact dashboard placement can change, but the survey’s Generative Artificial Intelligence Content section is the part that controls this disclosure.
- List every player-facing output. Review the current build, downloadable content, language packs, menus, cinematics, tutorials, screenshots, trailers and other store assets. Record the asset type, file or feature location, the tool or service involved, and whether the output is fixed or generated at runtime.
- Separate development assistance from shipped content. Mark items that are in the player experience or public marketing. Efficiency-only use of AI-powered developer tools is not the focus of this section; a code assistant used to autocomplete an internal script is not the same disclosure question as AI-generated dialogue that ships in that script’s game.
- Choose the classification. Select Pre-Generated for material created during development and included as fixed content. Select Live-Generated for material created while the game is running. If both apply, describe both workflows.
- Describe the implementation. Name the tool or service, identify what it produced, and say where players encounter the result. State whether your team edited, selected or rejected outputs, but only if that is what happened. For localization, name the affected languages; for marketing, identify the trailer, screenshot, capsule or other asset.
- Document live safeguards. For runtime generation, explain the actual protections: input validation, prompt restrictions, blocklists or allowlists, output filtering, rate limits, moderation queues, human review, age gates or player reporting. Explain which layer performs each control and what happens when a result is rejected. If there is no human review, do not imply that there is.
- Check the build and store page against the answers. A reviewer may compare the survey with the submitted binary and marketing. Remove stale claims, add newly generated assets and make sure the wording does not promise a fixed result when the game generates content dynamically.
- Submit the survey with the store page and build. Keep a copy of the final answers and the inventory used to produce them. That record makes later updates faster and helps your team answer questions consistently.
What should I write in the AI disclosure?
Use concrete, neutral sentences rather than promotional language. A reviewer should be able to identify the output, its location and its timing without guessing. The following patterns show the level of detail expected; replace the descriptions with your game’s actual facts.
Example for fixed content
“During development, we used an image-generation service to assist with background illustrations and a language model to draft item descriptions. The final, edited illustrations appear in the loading screens and the descriptions appear in the inventory. These files are fixed in the shipped build.”
This example identifies the production stage, tools by function, asset types, player locations and fixed classification. If your team did not edit every output, remove that claim. If the service produced only a rejected prototype, it does not describe the shipped pipeline.
Example for runtime content
“During play, a text-generation service creates optional NPC replies in the expedition feature. Requests are limited to approved game fields, outputs pass an automated safety filter, blocked results are replaced with authored fallback text, and players can report a reply through the in-game report control.”
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Only include controls that are implemented in the submitted build. If your game uses a different fallback, a moderation queue, or no reporting control, describe that instead. Do not claim that a provider’s general policy is a safeguard implemented by your game unless your integration actually enforces it.
Does AI-assisted translation count, and what about code assistants?
AI-assisted translation counts when the resulting language is player-facing. Localization is specifically among the content types Steam asks developers to consider, so disclose the languages and the places where the translated text appears, whether or not a human polished the result.
Using an AI-powered coding tool solely for workflow efficiency is treated differently. Steamworks documentation states that “Efficiency gains through the use of these tools is not the focus of this section.” Game Developer reported on January 16, 2026 that developers do not need to disclose AI-powered code helpers used for workflow purposes. That does not exempt code-generated material that becomes player content: if the assistant produced dialogue, item text, art calls, voice lines or another output players consume, inventory that output and classify it by when it was generated.
When a tool was used for several purposes, split the answer by output. A model that helped write an internal editor script and also generated final quest text has an efficiency-only use and a Pre-Generated content use; reporting only the former would leave the player-facing use undisclosed.
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Valve reviews AI output under the ordinary standards applied to non-AI content. That includes legality, potential infringement and whether the submitted material matches the promises and examples in your marketing. The disclosure itself is not permission to use copyrighted likenesses, illegal imagery, deceptive assets or other prohibited material.
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Check rights and provenance before submission. Confirm that your team is allowed to use the generated source material, that licenses cover commercial distribution where required, and that the final asset does not mislead buyers about what the game contains. Keep evidence of the edits, approvals and replacement decisions your team made, but do not claim a review process that did not occur.
Valve announced on January 10, 2024 that the policy was intended to “enable us to release the vast majority of games that use it.” That statement describes the broad availability of games using AI; it does not remove the normal content review or guarantee approval for a particular game.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Will the AI disclosure appear on my Steam store page?
Valve’s 2024 announcement says much of the disclosure is included on the Steam store page. Write the survey as public-facing factual information: avoid internal jargon, confidential prompts and unsupported performance claims. Store-page visibility can also alert players to the difference between authored content and material generated during play.
Live-Generated games have an additional player-facing reporting path. Steam provides an overlay mechanism for reporting illegal content encountered during play. Make sure your support and moderation process can receive and act on those reports, and explain the in-game controls in the survey accurately. A reporting button that exists only in a development build is not a safeguard for the submitted release.
What if the game or store page changes after approval?
Recheck the survey whenever you add an AI feature, replace a model, add a language, upload new marketing art or change a fixed asset into runtime generation. A change to the approved build or store page may require Steam Support rather than a simple edit in the existing survey.
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When contacting Steam Support, send a concise change summary and instructions that let a tester reach the changed content. Include the app build or branch, the menu or level where the feature appears, the trigger needed to produce a live result and any account or configuration requirement. This gives the reviewer a reproducible path instead of a general statement that “AI was added.”
What are the most common disclosure mistakes?
- Reporting only the model, not the output. “We use an AI service” is incomplete without the asset type and player location.
- Leaving out marketing material. AI-created screenshots, trailers or key art can be associated with the game even when the same asset is not in the build.
- Calling runtime generation pre-generated. If a request is made while a player is in the game, classify that feature as Live-Generated.
- Describing safeguards generically. Name the filter, restriction, review or fallback your integration actually uses; do not copy a provider’s policy as if it were your control.
- Assuming editing removes the disclosure. A human-edited AI illustration, translation or paragraph is still AI-assisted player content when the result ships.
- Treating disclosure as a license. Valve can reject illegal, infringing or misleading output even when it is fully disclosed.
- Forgetting later updates. New DLC, language packs, store assets or model-driven features can make an approved answer stale.
- Over-disclosing private workflow details. Focus on player exposure and implementation; internal experiments that never reach the build, store page or marketing are not the target of this section.
How can I use a final pre-submission checklist?
Run this check against the exact build and store assets you intend to submit:
- Every AI-created player-facing image, sound, text, translation, animation or model is listed.
- Store-page and marketing assets were reviewed separately from in-game files.
- Each item is labeled Pre-Generated or Live-Generated according to when it is created.
- Tool or service names, output types and player locations are specific enough for a reviewer to find them.
- Live-generation safeguards describe implemented behavior, including what happens when content is blocked.
- Claims about editing, human review, reporting and moderation match the release build.
- Copyright, legality and marketing consistency were checked independently of the disclosure.
- The team saved the submitted answers and knows how to report future build or store-page changes to Steam Support.
Frequently Asked Questions
Do I need to name every AI vendor in the Steam form?
The useful standard is to identify the tools or services that produced the disclosed output, especially when several systems handled different asset types. List them by function and explain the resulting player exposure; do not hide a material generator behind a broad label such as “automation.”
What if an AI-generated asset was removed before launch?
Base the answer on the build and store materials you submit. Keep an internal record of removed experiments so the team can explain why they are absent, but do not present discarded prototypes as shipped content unless they still appear in the game or its marketing.
Can Steam’s disclosure protect me from a copyright claim?
No. Disclosure tells Valve how the material was made; it does not grant permission to use protected characters, voices, likenesses, music or text. Rights clearance and the normal content review remain your responsibility.
Should I disclose a tiny AI contribution to a larger hand-made asset?
If the AI-assisted result is part of what players receive or what buyers see, describe the contribution and the final asset plainly rather than trying to estimate a percentage. The survey is intended to explain the presence and handling of AI content, not to establish a minimum amount that can be ignored.
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