in-game texts, news localization, promotional pictures
- Creator
- STFGames
- Reviews
- -
- Added
- Sep 7, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
in-game texts, news localization, promotional pictures
Text-based conversations with 12dora in-game are produced in real time while the game is running, powered by an integrated large language model (LLM).
Generative AI tools were used during development to assist with portions of programming code and to draft portions of the store-page text. All outputs were reviewed and edited by the development team. No AI-generated artwork, audio, or other visual assets are included in the released game or store materials. The game does not use generative AI during gameplay.
Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay.
AI was used for some in-game localization, and translation.
This game uses generative AI tools during development. Some textures were created with AI image-generation models as part of the art pipeline, and portions of the text (such as store page copy and in-game descriptions) were drafted with AI assistance and then reviewed and edited by the developer. No content is generated in real time during gameplay.
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Some in-game images, such as backgrounds and props, were created with generative AI (Adobe Firefly) and then edited and adjusted before use. All character illustrations and key art are hand-drawn. The scenario and in-game text are based on human-created concepts and structure; AI was used to assist with early drafts, and all final content was edited and finalized by hand. AI tools were also used to assist programming during development.
Some 3D character and creature models in this game were created with AI-assisted generation tools (Meshy) as a starting point, then hand-finished, rigged, textured, and integrated by the developer in Blender and Unity. Some quest dialogue text was also written with AI assistance and edited by the developer before being included in the game. No content is generated in real time during gameplay — everything players see is fixed at build time and has been reviewed and edited by hand.
Some store and menu text was drafted with AI help. No AI art, no AI music, no AI at runtime.
Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game.
Localization - Translations
AI is used for programming assistance, for generating in-game sound effects and music, and for drafting store page text. All 3D art assets and level design are created by hand in Blender.
Some promotional artwork and store page text were created with the help of generative AI and edited by hand. The game itself does not use AI at runtime and does not connect to any AI service.
An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs.
Asiden uses generative AI to create companion conversations, custom personality text and spoken responses during use. When screen awareness is enabled, AI can interpret screen content to inform its responses. Local AI features run on your computer. Optional cloud features send the information needed for the selected feature through Asiden’s managed service to external AI providers. Generated responses may be inaccurate and can include mature language, humour and non-explicit flirtation.
文本由ai润色 含有ai辅助绘画内容(仅一幅)
Used just in marketing materials. None used in-game.
Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
AI was used to help create localized versions of the game and store page, as well as some 3D models.
AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub.
AI was used to assist in localizing the game in the many different languages, to increase it's target demographic.
Dashdoce was created and directed by a single independent developer. AI-assisted tools were used to help implement, debug and test the software and to draft or polish portions of interface text, localization and store copy. All concepts, feature ideas, visual and interaction design decisions, behavior specifications and final approvals were conceived, directed and carefully curated by the developer. AI served as an implementation tool, not as the source of the product's ideas. Dashdoce does not generate content with AI while running.
Used in code development, including visual animation code, and certain text content.
During development, generative AI was used as an assistive tool to create some in-game text and translations, 2D graphics, and store images. The generated content was reviewed and modified by the developer before being included in the game. Generative AI is not used to create content while the game is running, and no player input or personal information is sent to AI services.
Take a Joke uses generative AI in a few clearly defined places. Created during development and shipped as fixed files: • Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand. • Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote. • Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped. Generated during play (optional features): • The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs. • The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced. When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play.
AI is used to help with translating the store page and in-game texts.
During the development of this game, Artificial Intelligence (AI) technologies were utilized as supplementary tools to streamline production and enhance the overall player experience. Specifically, AI-assisted systems were employed during the localization process to translate in-game text into multiple languages, ensuring broader accessibility for a global audience. Furthermore, AI tools were utilized to assist in the editing, generation, and refinement of certain in-game materials and visual assets. All AI-assisted content has been carefully reviewed, modified, and integrated by our development team to ensure it meets our quality standards and artistic vision.
AI-assisted translation was used in the localization of the game text.
Generating general in-game scripts Music Level design In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself.
Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
AI: Art Dialogue Humans: Design Coding Music Creativity
This game uses generative AI to create the following content: - Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models - Music: Suno - Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0) - Text and code: created with the assistance of generative AI All of the above were pre-generated during development. No AI runs at runtime.
Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Generative AI tools were used during development to assist with drafting and editing store-page text and other development-related content. The game does not use generative AI during gameplay, and all AI-assisted content is reviewed and edited by the developer before inclusion.
The developer used generative AI as an assistant during development. AI was also responsible for transcribing the game's texts and translations.
Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer. No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
Generative AI was used solely as a support tool for language translation.
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model. The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game.
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
AI was used to assist with the translation of the game's text into supported languages. No generative AI was used to create the game's art, music, or other game content.
Generative AI is used for translation in this game.
Part of the UI, along with all character, monster and item icons, text translations, background music and some sound effects in this game are AI‑generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SOMNIUS In-game content textart | in-game texts, news localization, promotional pictures | STFGames | - | Sep 7, 2026 | |
主播养成12dora - Pet Streamer 12dora Live AI text | Text-based conversations with 12dora in-game are produced in real time while the game is running, powered by an integrated large language model (LLM). | SxxGames | - | Sep 6, 2026 | |
Rush Out Death Store/marketing codetext | Generative AI tools were used during development to assist with portions of programming code and to draft portions of the store-page text. All outputs were reviewed and edited by the development team. No AI-generated artwork, audio, or other visual assets are included in the released game or store materials. The game does not use generative AI during gameplay. | PINGDINGSHAN MENGYE GAME TECHNOLOGY CO., LTD. | - | Sep 6, 2026 | |
Night Shift: Something Is Wrong In-game content arttext | Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay. | biges | - | Sep 6, 2026 | |
A Game About Picking Up Trash In-game content text | AI was used for some in-game localization, and translation. | HopeOn Games | - | Sep 6, 2026 | |
Charmwick: Magic Village Market In-game content arttext | This game uses generative AI tools during development. Some textures were created with AI image-generation models as part of the art pipeline, and portions of the text (such as store page copy and in-game descriptions) were drafted with AI assistance and then reviewed and edited by the developer. No content is generated in real time during gameplay. | CMEnt | - | Sep 6, 2026 | |
Ability Roulette - Last Round Express In-game content arttext | Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services. | VEB AUTOMEISHN LLC | - | Sep 6, 2026 | |
Section 80 In-game content arttext | Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met. | ZaxtorGameS | - | Sep 6, 2026 | |
Re+pray Signals: Echoes Still Wait In-game content arttextcode | Some in-game images, such as backgrounds and props, were created with generative AI (Adobe Firefly) and then edited and adjusted before use. All character illustrations and key art are hand-drawn. The scenario and in-game text are based on human-created concepts and structure; AI was used to assist with early drafts, and all final content was edited and finalized by hand. AI tools were also used to assist programming during development. | Tetherea Studio | - | Sep 6, 2026 | |
Elven Age In-game content arttext | Some 3D character and creature models in this game were created with AI-assisted generation tools (Meshy) as a starting point, then hand-finished, rigged, textured, and integrated by the developer in Blender and Unity. Some quest dialogue text was also written with AI assistance and edited by the developer before being included in the game. No content is generated in real time during gameplay — everything players see is fixed at build time and has been reviewed and edited by hand. | Akai Kitsune Studio | - | Sep 6, 2026 | |
Swing Shift Store/marketing text | Some store and menu text was drafted with AI help. No AI art, no AI music, no AI at runtime. | Spatter Studios | - | Sep 6, 2026 | |
Form In-game content arttext | Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game. | Ruldae | - | Sep 6, 2026 | |
Emo Lisa In-game content text | Localization - Translations | Playshare Ventures S.R.L. | - | Sep 6, 2026 | |
Rage Floor In-game content audiotextcode | AI is used for programming assistance, for generating in-game sound effects and music, and for drafting store page text. All 3D art assets and level design are created by hand in Blender. | Amisos Games | - | Sep 6, 2026 | |
FEEDSTOCK text | Some promotional artwork and store page text were created with the help of
generative AI and edited by hand. The game itself does not use AI at runtime
and does not connect to any AI service. | Ahaha studio | - | Sep 6, 2026 | |
Orrery: Live Solar System Wallpaper Store/marketing codetext | An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs. | plawanzz | - | Sep 6, 2026 | |
Asiden Live AI text | Asiden uses generative AI to create companion conversations, custom personality text and spoken responses during use. When screen awareness is enabled, AI can interpret screen content to inform its responses. Local AI features run on your computer. Optional cloud features send the information needed for the selected feature through Asiden’s managed service to external AI providers. Generated responses may be inaccurate and can include mature language, humour and non-explicit flirtation. | Asiden Labs LTD | - | Sep 6, 2026 | |
The patient mental world In-game content textart | 文本由ai润色
含有ai辅助绘画内容(仅一幅) | 伊努飒马 | - | Sep 6, 2026 | |
Carnival Stand Simulator Store/marketing arttext | Used just in marketing materials. None used in-game. | SimWorld | - | Sep 6, 2026 | |
Project Legend In-game content textart | Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay. | Project Legend | - | Sep 6, 2026 | |
BIG BANG TO US In-game content textaudio | Generative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay. | phyilm | - | Sep 6, 2026 | |
Rush Hour of the Dead In-game content arttext | Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization. | One64 Games | - | Sep 6, 2026 | |
Project TITAN In-game content textart | AI was used to help create localized versions of the game and store page, as well as some 3D models. | Campo | - | Sep 6, 2026 | |
Ghost in the SQL Data In-game content text | AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub. | Isaac MENARD | - | Sep 6, 2026 | |
The Endless Harvest In-game content text | AI was used to assist in localizing the game in the many different languages, to increase it's target demographic. | R.J. Brontsema | - | Sep 6, 2026 | |
Dashdoce In-game content codetext | Dashdoce was created and directed by a single independent developer. AI-assisted tools were used to help implement, debug and test the software and to draft or polish portions of interface text, localization and store copy. All concepts, feature ideas, visual and interaction design decisions, behavior specifications and final approvals were conceived, directed and carefully curated by the developer. AI served as an implementation tool, not as the source of the product's ideas. Dashdoce does not generate content with AI while running. | Franko García | - | Sep 6, 2026 | |
Project RedTeam: Contract Offensive Dev only textcode | Used in code development, including visual animation code, and certain text content. | HomeOfTheDev | - | Sep 6, 2026 | |
Augmented Yut In-game content arttext | During development, generative AI was used as an assistive tool to create some in-game text and translations, 2D graphics, and store images. The generated content was reviewed and modified by the developer before being included in the game. Generative AI is not used to create content while the game is running, and no player input or personal information is sent to AI services. | Ausuruk Games | - | Sep 6, 2026 | |
Take A Joke Live AI artaudiotext | Take a Joke uses generative AI in a few clearly defined places.
Created during development and shipped as fixed files:
• Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand.
• Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote.
• Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped.
Generated during play (optional features):
• The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs.
• The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced.
When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play. | AppRevolt LLC | - | Sep 6, 2026 | |
Department 98 In-game content text | AI is used to help with translating the store page and in-game texts. | Sven Schäfer | - | Sep 6, 2026 | |
Bakery Simulator In-game content textart | During the development of this game, Artificial Intelligence (AI) technologies were utilized as supplementary tools to streamline production and enhance the overall player experience. Specifically, AI-assisted systems were employed during the localization process to translate in-game text into multiple languages, ensuring broader accessibility for a global audience. Furthermore, AI tools were utilized to assist in the editing, generation, and refinement of certain in-game materials and visual assets. All AI-assisted content has been carefully reviewed, modified, and integrated by our development team to ensure it meets our quality standards and artistic vision. | Ripen Games Team | - | Sep 6, 2026 | |
Bullets and Mods In-game content text | AI-assisted translation was used in the localization of the game text. | YYYANG | - | Sep 6, 2026 | |
GUN GOTHICA In-game content textaudio | Generating general in-game scripts
Music
Level design
In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself. | GERMAN CANTU | - | Sep 5, 2026 | |
The Last Roll In-game content artaudiotext | Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game. | Aspiro Games | - | Sep 5, 2026 | |
Slap the Gamer Unclear arttext | AI:
Art
Dialogue
Humans:
Design
Coding
Music
Creativity | Slap The Gamer Interactive Studios | - | Sep 4, 2026 | |
百目質店 - Hyakume Pawnshop In-game content artaudiotextcode | This game uses generative AI to create the following content:
- Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models
- Music: Suno
- Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0)
- Text and code: created with the assistance of generative AI
All of the above were pre-generated during development. No AI runs at runtime. | SONTAQ works | - | Sep 4, 2026 | |
Byte Bistro Store/marketing textcode | Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Sep 4, 2026 | |
Post Show Cleanup Store/marketing text | Generative AI tools were used during development to assist with drafting and editing store-page text and other development-related content. The game does not use generative AI during gameplay, and all AI-assisted content is reviewed and edited by the developer before inclusion. | Bantastic Games | - | Sep 4, 2026 | |
Keep It Farming In-game content text | The developer used generative AI as an assistant during development. AI was also responsible for transcribing the game's texts and translations. | MapxStudios | - | Sep 4, 2026 | |
HadalLine In-game content text | Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay. | Ebi Odore | - | Sep 4, 2026 | |
Pirate Treasure: Tidy Up! In-game content text | Generative AI was used solely as a support tool for language translation. | Bricchi Games | - | Sep 4, 2026 | |
The Hobo Dev In-game content audiotext | Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code. | Fromont Gaming | - | Sep 4, 2026 | |
BOOKED In-game content arttext | BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game. | TheHiddenRedPanda | - | Sep 4, 2026 | |
Necromancer: The Fallen Serve In-game content artaudiotext | Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay. | Minch Games | - | Sep 4, 2026 | |
Sushi Gacha: Auto Battler In-game content codetext | Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live. | Ark | - | Sep 4, 2026 | |
Dead Man's Pass In-game content arttextaudio | Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services. | Ark | - | Sep 4, 2026 | |
VALTERION: THE LOST EARTH In-game content arttext | Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay. | NeuroCore Game Design | - | Sep 4, 2026 | |
Something Really Evil Inc. In-game content text | AI was used to assist with the translation of the game's text into supported languages. No generative AI was used to create the game's art, music, or other game content. | Lunaris Aeterna | - | Sep 4, 2026 | |
Pheles Rebirth In-game content text | Generative AI is used for translation in this game. | 紫苑もみじ | - | Sep 4, 2026 | |
热血挂机 artaudiotext | Part of the UI, along with all character, monster and item icons, text translations, background music and some sound effects in this game are AI‑generated. | MagicJellyGames | - | Sep 4, 2026 |