Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
- Creator
- hannibalnotdead
- Reviews
- -
- Added
- Sep 12, 2026
Public Steam disclosure research 25,380 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.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
Some pre-generated visual art assets in Working..., including character skin illustrations and promotional visual assets.
Generative AI was used to aid art composition and code implementation.
The background music in the game was created with the assistance of generative AI tools.
AI was used in coding this game, and also to create the background music.
Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay.
The game and assets were created with the assistance of generative AI tools
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release.
This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy.
store picture generate by ai
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Gen-AI was used to help debug the game after development.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets.
AI was used to develop this game.
AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
Some code is aided by claude code
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Some of the game's 2D art — backgrounds, obstacle textures, sticker illustrations and the logo — was created with the help of generative AI tools during development. All of it was reviewed, edited and assembled by the developer. Part of the game's source code was also written with AI assistance. The game itself contains no AI models and generates nothing at runtime: every asset ships as a fixed file.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI.
Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated.
UI assisted modification of a few textures; Created some sound effects using the UI;
Some of the graphics used in the game were generated with the assistance of generative AI
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand. The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses AI-assisted tools during the development process to support the solo developer's workflow: - 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself. - Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators. No real-time (live-generated) AI is used during runtime.
이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Generative AI tools were used during the development of MINTHAVEN to assist with creating and iterating visual assets, including concept art and card artwork. AI-generated content is reviewed, edited, and integrated by the development team. No generative AI content is created in real time during gameplay.
Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted.
The developer of The Grotto Index used generative AI tools during development to help create some of the game's visual assets, including specimen pixel art and illustrations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. No content is generated by AI during gameplay — every puzzle, image, and piece of text in the shipped game is fixed and was finalized before release.
Generative AI tools were used in a limited capacity during development.
Some visual, localization, store page, and marketing materials may be created with the assistance of generative AI tools. All AI-assisted content is reviewed, edited, and polished by our team before use. No AI content is generated during gameplay.
This game features background music and select code that were created with the help of AI tools.
The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install. Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by. Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time.
Generative AI tools were used during development to assist with some in-game artwork, promotional/store artwork, and several music tracks. All AI-assisted content was reviewed and approved by the developer before use. The game does not use generative AI during runtime.
Some store-page artwork uses pre-generated AI-assisted illustrations. The developer selected, edited, and combined them with authentic CouchDeck interface captures, then reviewed the final materials. CouchDeck does not generate AI content during use.
Generative AI was used only as a supporting tool for the design of some fictional can bottle brands
Only Story mode background image generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MEMOLOGY: THE 2000s In-game content art | Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans. | hannibalnotdead | - | Sep 12, 2026 | |
Animals Race In-game content art | "Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics." | vectra_studios | - | Sep 12, 2026 | |
Working... In-game content art | Some pre-generated visual art assets in Working..., including character skin illustrations and promotional visual assets. | BowKnot | - | Sep 12, 2026 | |
Sweet Street Dev only artcode | Generative AI was used to aid art composition and code implementation. | Sweet Street Ganes | - | Sep 12, 2026 | |
Potion Nook In-game content audio | The background music in the game was created with the assistance of generative AI tools. | Ranthia | - | Sep 12, 2026 | |
My First Ant Farm In-game content audio | AI was used in coding this game, and also to create the background music. | Joyner Labs | - | Sep 12, 2026 | |
Serene Chess In-game content artaudio | Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay. | Bordi-Meszaros Andras | - | Sep 12, 2026 | |
Daisy's Dead Unclear | The game and assets were created with the assistance of generative AI tools | SIIMBL | - | Sep 12, 2026 | |
Ant In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Sep 12, 2026 | |
Puzzles Are Better Together In-game content artaudio | Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing. | Emir Suleiman | - | Sep 12, 2026 | |
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
喂饭人 In-game content text | AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release. | Nanyang Wancheng District Nadouzhong Game Development Co., Ltd. | - | Sep 12, 2026 | |
Verdreamia Unclear artaudiotextcode | This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy. | AtomicBorg Inc. | - | Sep 12, 2026 | |
挖穿地球 Store/marketing art | store picture generate by ai | Zeros | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
Life's Too Short: On Reflection Dev only | Gen-AI was used to help debug the game after development. | Pixel Ghost | - | Sep 12, 2026 | |
Animal Cozy Corner Shop In-game content arttext | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets. | ZT-Studio | - | Sep 12, 2026 | |
MaMills Unclear | AI was used to develop this game. | Department of Ducks | - | Sep 12, 2026 | |
Go Boba Go Dev only art | AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists. | Not-a-Dragon | - | Sep 11, 2026 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Catoscope In-game content artaudiocode | AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer. | skeleton picture | - | Sep 10, 2026 | |
Investors Paradise Dev only artcode | Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt. | Katzogames | - | Sep 10, 2026 | |
Oda's Ordinary Lives In-game content art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Artifex Parvus | - | Sep 10, 2026 | |
Crumple Toss | Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file. | Petro Game Studio | - | Sep 10, 2026 | |
我的桌宠会修仙 In-game content arttext | Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat. | FunPlaceGame | - | Sep 10, 2026 | |
Cash & Stash: The Vaultkeeper Story Dev only | During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI. | Castaways Games | - | Sep 10, 2026 | |
Tick & Tired In-game content text | Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated. | Cr4zy | - | Sep 10, 2026 | |
Dreamland Pavilion In-game content artaudio | UI assisted modification of a few textures;
Created some sound effects using the UI; | 危途旅行团TravellersOnHazard | - | Sep 10, 2026 | |
Tidy Up! Retro Shop In-game content art | Some of the graphics used in the game were generated with the assistance of generative AI | Traum Axis | - | Sep 10, 2026 | |
Podstakannik Rails In-game content textcode | Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play. | Bobeek Games | - | Sep 10, 2026 | |
The Kitty on My Desk In-game content art | Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services. | The Kitty on My Desk | - | Sep 10, 2026 | |
LUMINA: Echoes of Astalia In-game content artaudio | This game uses AI-assisted tools during the development process to support the solo developer's workflow:
- 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself.
- Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators.
No real-time (live-generated) AI is used during runtime. | Integrix Works | - | Sep 10, 2026 | |
DreamFisher In-game content art | 이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다. | KGNF | - | Sep 10, 2026 | |
Pickie Grappy In-game content textaudio | This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used. | Orlando Frozo | - | Sep 10, 2026 | |
Polish Pierogi In-game content textaudioart | AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code. | Babuszka Games | - | Sep 10, 2026 | |
See You on the Island Store/marketing codetext | Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included. | Boatboat Games | - | Sep 9, 2026 | |
Sandcastle Battle In-game content arttextaudio | The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | Eklo Studio | - | Sep 9, 2026 | |
MINTHAVEN: A TCG Life Sim In-game content art | Generative AI tools were used during the development of MINTHAVEN to assist with creating and iterating visual assets, including concept art and card artwork. AI-generated content is reviewed, edited, and integrated by the development team. No generative AI content is created in real time during gameplay. | Paper Nook Games | - | Sep 9, 2026 | |
Gambit Gardens Dev only code | Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted. | NOODLEDREAMS | - | Sep 9, 2026 | |
The Grotto Index In-game content art | The developer of The Grotto Index used generative AI tools during development to help create some of the game's visual assets, including specimen pixel art and illustrations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. No content is generated by AI during gameplay — every puzzle, image, and piece of text in the shipped game is fixed and was finalized before release. | HVPIXELS | - | Sep 9, 2026 | |
Cursor Charm Dev only | Generative AI tools were used in a limited capacity during development. | ShadowPane | 11 | Sep 8, 2026 | |
Piece of Cake: Cozy Bakery In-game content arttext | Some visual, localization, store page, and marketing materials may be created with the assistance of generative AI tools. All AI-assisted content is reviewed, edited, and polished by our team before use. No AI content is generated during gameplay. | HG POINT | - | Sep 8, 2026 | |
文景相生 In-game content audiocode | This game features background music and select code that were created with the help of AI tools. | Prisme | - | Sep 7, 2026 | |
Your Usual Live AI text | The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install.
Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by.
Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time. | tuffsoft | - | Sep 7, 2026 | |
拼豆! In-game content artaudio | Generative AI tools were used during development to assist with some in-game artwork, promotional/store artwork, and several music tracks. All AI-assisted content was reviewed and approved by the developer before use. The game does not use generative AI during runtime. | Elsewhere | - | Sep 7, 2026 | |
CouchDeck Store/marketing art | Some store-page artwork uses pre-generated AI-assisted illustrations. The developer selected, edited, and combined them with authentic CouchDeck interface captures, then reviewed the final materials. CouchDeck does not generate AI content during use. | CouchDeck | - | Sep 7, 2026 | |
You Can Sort It! In-game content arttext | Generative AI was used only as a supporting tool for the design of some fictional can bottle brands | Indovers Studio | - | Sep 7, 2026 | |
GomoCrush In-game content art | Only Story mode background image generated by AI. | ちゃのまおぼろ | - | Sep 7, 2026 |