Proofreading in-game description
- Creator
- Stagman
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,519 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.
Proofreading in-game description
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically: VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content. DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer. No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI.
Coding Supported by anthropic Opus 4.6 & Opus 4.7 Music 13 era-specific tracks generated with Google Lyria · manually curated and mastered Voice (Klammi) Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM Avatars & Images Generated with DALL-E / Google Gemini Image · manually selected and background-removed Mascot Videos (Klammi) Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px Logo & Branding Generated with Google Gemini · background removed with rembg Translation Original content written in german, translated by Claude Sonett 4.6
・Creation of some image assets ・Localization (translation) of in-game text All AI-generated content has been reviewed and adjusted by the developer before being included in the game.
All background music and translation/localization were made using AI.
This game uses screen reader-type generative AI for in-game menus and terminals.
Some assets and localization content are assisted or created by AI.
Generative AI tools were used to assist with portions of the game's text, localization, and visual asset development.
Leader portraits have been generated by AI and some text.
Generative AI Disclosure Generative artificial intelligence was used in the development of LunoBar in the following ways: • Software code (development assistance) • Icons and other graphic assets included with the application • Localized user interface text (English, Chinese, Japanese, and Korean) • The three Pomodoro timer sound effects bundled with the app (work, break, and session end) LunoBar does not use generative AI to create new content while you are using the launcher. Optional Steam Workshop items are uploaded by players and may be labeled “AI Used” by their creators.
An AI tool was used for the background images, along with translation tools such as Google Translate.
AI is used to help with Chinese-Simplified translation
To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback.
The game uses generative AI solely for the creation of certain visual and text assets. AI does not affect gameplay, player behavior, or core game mechanics.
The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
The only use of AI has been to translate the game subtitles and menus. The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages.
Generative AI used for only localization on interfaces and subtitles.
Translation creation
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools.
I use AI to summarize documentation, criticize my code, and help me make sense of error messages. Sometimes I feel discouraged and I ask AI to write stuff for me. Seeing the garbage it produces makes me feel better, and encourages me to try again :)
Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay.
AI-assisted tools were used to help with some in-game translations.
AI translated the text content and included a few codes.
LessPrep uses AI to generate educational text and images locally on your device. A language model (Qwen2.5 7B) creates lesson plans, worksheets, and goal documents. An image model (SDXL) generates classroom visual aids. All AI runs offline — no data is sent to external servers. Content moderation includes prompt filtering, safety negative prompts, and a post-generation image scanner to prevent inappropriate output.
Generative AI has been used for some marketing assets and in-game item descriptions.
AI was used to localize the software and create promotional materials
I (the developper) am a former artist with poor skills in technical aspects of game development such as coding. In that regard, AI was used mainly to fasten the process of development of the game such as: - help for technical aspects when I couldn't do it due to my limited skills. - generate a database of random text events based on my own texts and mood that I want for the game. The game contains hundreds of different events that I couldn't afford to write all of them in such a short time. Events are then all checked and corrected by myself to ensure they all fit within the game. I am not proud of using AI as I am directly concerned by it as an artist myself. But this was my only chance to fulfil my dream of making my own game in a limited time and I want to be transparent with the players that might feel uncomfortable with it. No AI was used for any other part of the game such as art or sound effects.
This game utilises Google's Gemma4 E2B large language model to generate narration text based on human-curated datasets.
Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages. No AI-generated art, audio, or live-generated content is included in the game.
This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs. API and Billing Notice: To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees.
The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Some Assets(Character, Story, UI, etc) are made by AI Agent.
Localization was done in large parts by AI.
AI tools were used during the localization process and then manually reviewed by a human. All in-game and promotional art was authored by a person and not made with generative AI.
All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself. All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties.
AI was used to assist with the base localization of in-game texts into other languages.
Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content. As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer.
This game uses generative AI for code writing and text work. All final content is manually reviewed and edited.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
Translations other than Japanese are performed using a text generation AI.
少量文本和美术图片如游戏中的书籍、图画等使用AI生成
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cultist In-game content text | Proofreading in-game description | Stagman | - | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Code Blue Idle In-game content textaudio | Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically:
VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content.
DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer.
No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content. | Sulcus Games | - | Jun 3, 2026 | |
Far Mining In-game content text | The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans. | LostVolBytes | 138 | Jun 3, 2026 | |
MEMORY DEALER In-game content text | All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI. | interactgamestudio | - | Jun 3, 2026 | |
Pitch & Pixel In-game content codeaudioarttext | Coding
Supported by anthropic Opus 4.6 & Opus 4.7
Music
13 era-specific tracks generated with Google Lyria · manually curated and mastered
Voice (Klammi)
Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM
Avatars & Images
Generated with DALL-E / Google Gemini Image · manually selected and background-removed
Mascot Videos (Klammi)
Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px
Logo & Branding
Generated with Google Gemini · background removed with rembg
Translation
Original content written in german, translated by Claude Sonett 4.6 | Robert Kolloch | - | Jun 3, 2026 | |
Just Bouncing In-game content arttext | ・Creation of some image assets
・Localization (translation) of in-game text
All AI-generated content has been reviewed and adjusted by the developer before being included in the game. | tatsumaki games | - | Jun 3, 2026 | |
Mighty X Arms In-game content audiotext | All background music and translation/localization were made using AI. | Stale Boi | - | Jun 3, 2026 | |
Impulse Response Live AI text | This game uses screen reader-type generative AI for in-game menus and terminals. | RubyRPG | 21 | Jun 3, 2026 | |
Groove Core In-game content arttext | Some assets and localization content are assisted or created by AI. | Fire Kitty Studio | - | Jun 3, 2026 | |
Fortune Flipper In-game content textart | Generative AI tools were used to assist with portions of the game's text, localization, and visual asset development. | SeoGames | - | Jun 3, 2026 | |
Annhexation In-game content arttext | Leader portraits have been generated by AI and some text. | James Randall | - | Jun 3, 2026 | |
LunoBar In-game content arttextaudio | Generative AI Disclosure
Generative artificial intelligence was used in the development of LunoBar in the following ways:
• Software code (development assistance)
• Icons and other graphic assets included with the application
• Localized user interface text (English, Chinese, Japanese, and Korean)
• The three Pomodoro timer sound effects bundled with the app (work, break, and session end)
LunoBar does not use generative AI to create new content while you are using the launcher. Optional Steam Workshop items are uploaded by players and may be labeled “AI Used” by their creators. | HarQuall | - | Jun 3, 2026 | |
Project:Taco In-game content arttext | An AI tool was used for the background images, along with translation tools such as Google Translate. | Gamelive.Studio | - | Jun 3, 2026 | |
Gamba God In-game content text | AI is used to help with Chinese-Simplified translation | Tea Bone Studio | - | Jun 3, 2026 | |
AbsurDock In-game content text | To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback. | Phased Array Studios | - | Jun 3, 2026 | |
Final Shelter In-game content arttext | The game uses generative AI solely for the creation of certain visual and text assets.
AI does not affect gameplay, player behavior, or core game mechanics. | Syndicate Corp. | - | Jun 3, 2026 | |
Age of Magellan: Sail the entire Planet In-game content text | The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created. | Boanerges Games | - | Jun 3, 2026 | |
Cascade: Hindcast Live AI text | AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key. | Herni Dedalvs | - | Jun 3, 2026 | |
Uncle Otto's Mansion In-game content text | The only use of AI has been to translate the game subtitles and menus.
The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages. | Henano | 33 | Jun 3, 2026 | |
Sail Ho! In-game content text | Generative AI used for only localization on interfaces and subtitles. | deli.pixel studios | - | Jun 3, 2026 | |
Shadows of Gloaming Unclear text | Translation creation | Pilsen Games | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
Biosphere Simulator In-game content artaudiotext | The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools. | ioStudios | - | Jun 3, 2026 | |
AI CARAMBA Dev only codetext | I use AI to summarize documentation, criticize my code, and help me make sense of error messages.
Sometimes I feel discouraged and I ask AI to write stuff for me. Seeing the garbage it produces makes me feel better, and encourages me to try again :) | Works of Love | - | Jun 3, 2026 | |
Mall Simulator Together In-game content arttext | Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay. | MSTA.Dev | - | Jun 3, 2026 | |
Rush Hour Relay In-game content text | AI-assisted tools were used to help with some in-game translations. | Third Watch Games | - | Jun 3, 2026 | |
Fomo-trading In-game content textcode | AI translated the text content and included a few codes. | 明夜 | 12 | Jun 3, 2026 | |
LessPrep In-game content textart | LessPrep uses AI to generate educational text and images locally on your device. A language model (Qwen2.5 7B) creates lesson plans, worksheets, and goal documents. An image model (SDXL) generates classroom visual aids. All AI runs offline — no data is sent to external servers. Content moderation includes prompt filtering, safety negative prompts, and a post-generation image scanner to prevent inappropriate output. | Thomas Wood | - | Jun 3, 2026 | |
Kingblade: Medieval TCG Card Shop In-game content text | Generative AI has been used for some marketing assets and in-game item descriptions. | Revolt Games | - | Jun 3, 2026 | |
Folderwiz Store/marketing textart | AI was used to localize the software and create promotional materials | SoftwareLlama | - | Jun 3, 2026 | |
MONji In-game content text | I (the developper) am a former artist with poor skills in technical aspects of game development such as coding. In that regard, AI was used mainly to fasten the process of development of the game such as:
- help for technical aspects when I couldn't do it due to my limited skills.
- generate a database of random text events based on my own texts and mood that I want for the game. The game contains hundreds of different events that I couldn't afford to write all of them in such a short time. Events are then all checked and corrected by myself to ensure they all fit within the game.
I am not proud of using AI as I am directly concerned by it as an artist myself. But this was my only chance to fulfil my dream of making my own game in a limited time and I want to be transparent with the players that might feel uncomfortable with it.
No AI was used for any other part of the game such as art or sound effects. | da-dam | - | Jun 3, 2026 | |
SLOP FIGHTER In-game content text | This game utilises Google's Gemma4 E2B large language model to generate narration text based on human-curated datasets. | akickintheteeth | - | Jun 3, 2026 | |
Cluck Rush In-game content text | Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages.
No AI-generated art, audio, or live-generated content is included in the game. | HybFan | - | Jun 3, 2026 | |
GAL-Chat Live AI text | This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs.
API and Billing Notice:
To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage
The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees. | Madao | - | Jun 3, 2026 | |
Roses In Concrete In-game content text | The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human. | Omey Salvi | - | Jun 3, 2026 | |
Brain-eating Bride In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Jun 3, 2026 | |
Lastgirl Survivor In-game content arttext | Some Assets(Character, Story, UI, etc) are made by AI Agent. | DDMINI | - | Jun 3, 2026 | |
Fire Pit: Throw Things Into The Fire In-game content text | Localization was done in large parts by AI. | Manic Hyena | - | Jun 3, 2026 | |
Litmustest In-game content text | AI tools were used during the localization process and then manually reviewed by a human.
All in-game and promotional art was authored by a person and not made with generative AI. | Underwater Castle Inc. | - | Jun 3, 2026 | |
Juggling Cup In-game content text | All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself.
All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties. | Lebab | - | Jun 3, 2026 | |
Office Manager In-game content text | AI was used to assist with the base localization of in-game texts into other languages. | Jan Štěpánek | - | Jun 3, 2026 | |
Pulse Citadel In-game content arttext | Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content.
As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer. | Blindsided Games | - | Jun 3, 2026 | |
are you humen? In-game content codetext | This game uses generative AI for code writing and text work. All final content is manually reviewed and edited. | BD patch game | - | Jun 3, 2026 | |
Submission Saga: The Jiu Jitsu RPG In-game content arttextcode | Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay. | Nate Markham | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
爆盛食堂 In-game content text | Translations other than Japanese are performed using a text generation AI. | MAGES. Inc. | - | Jun 3, 2026 | |
盛夏离与合 In-game content textart | 少量文本和美术图片如游戏中的书籍、图画等使用AI生成 | intiny | 707 | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
Doom Party Store/marketing arttext | Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content. | madmoud | - | Jun 3, 2026 |