Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal.
- Creator
- SundayGames
- Reviews
- -
- Added
- Aug 8, 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.
Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal.
Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
Generative AI was used to create the capsule artwork displayed on the Steam store page. No AI-generated content is used during gameplay, and the game does not use live-generated AI.
Test cases, hints, solutions, testing and validation was assisted by artificial intelligence.
The artwork in this game (backgrounds, menu art, the still-life and landscape references used as puzzle targets, achievement medals, and store art) and the music were created with generative AI tools, then selected and adjusted by the developer before inclusion. No content is generated live during gameplay.
Only images for steam Capsules
AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation.
Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime.
Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay.
AI to translate.
Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer.
Generative AI tools were used to assist with programming, debugging, and improving written content. However, the developer remained fully responsible for the game's design, direction, overall programming, integration, testing, and all final decisions. Promotional materials and store page artwork were created with the help of generative AI and then reviewed and edited by the developer. No generative AI is used during gameplay or connects to external AI services.
This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production. No AI was used to generate any images, audio, text, or design. Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch.
Pre-generated generative AI tools were used during development to assist in creating promotional artwork, background graphics, and card concept visuals.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation. All content was reviewed and finalized by the developer. No generative AI is used during gameplay.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play.
Cube Sweeper used AI assistance during development in two places. Some of the game's handcrafted curated boards began as AI-generated shapes, which were then validated and certified solvable by the game's own logic engine before anything shipped, exactly like every other board in the game. Store page artwork production was aided by AI-assisted tools. No AI is used at runtime. The puzzles are generated by a deterministic system.
This game's music was generated using an AI music generation tool.
Some of the pictures used in this game we're created with the assistance of A.I.
This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play.
AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated.
Music — the background tracks were generated with AI.
Artificial intelligence tools were used throughout development, assisting with the game’s programming as well as the creation of capsule artwork and other minor graphical assets.
AI was used throughout to assist in the development of this game.
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
Cards art was done with Generative AI. The background art, win/lose/tie screens, and several effect images
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
This game uses generative AI for some background and minigame music tracks. Artwork, UI, gameplay systems, and written content were created without generative AI. No AI content is generated during gameplay.
The game’s store page uses some AI-generated artwork, but the game itself does not contain any AI-generated images.
generative ai was used in the the building of this game, it was used for code and some of the artwork assets
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
Icons, Background Images
Store Assets; Game Graphics
Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included.
Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property.
AI were used to improve the language and readability of the in-game tutorial and the Steam store page.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style. At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
Generative AI Tools where used in the creation of store assets.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI was used for UI/UX, coding, and artwork
In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer.
Some images has been generated using AI.
Helped find minor coding bugs/issues and coding suggestions.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards.
Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer. Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic. Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages.
During development, generative AI was used to assist with creating placeholder artwork, text, and portions of the game's code. All AI-generated content was reviewed, edited, and integrated by the development team, and we confirm that the final content does not knowingly infringe the intellectual property rights of others.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Endless Sky In-game content audioart | Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal. | SundayGames | - | Aug 8, 2026 | |
YOU ARE NEWTON In-game content arttext | Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | YOU ARE NEWTON | - | Aug 8, 2026 | |
Space Interface In-game content art | The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI. | Hbit LLC | - | Aug 8, 2026 | |
Harvest Deadline In-game content art | Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz. | Deadline Forge | - | Aug 8, 2026 | |
ColorShift Store/marketing art | Generative AI was used to create the capsule artwork displayed on the Steam store page. No AI-generated content is used during gameplay, and the game does not use live-generated AI. | Boötes Dreams | - | Aug 8, 2026 | |
Algorithms Dev only | Test cases, hints, solutions, testing and validation was assisted by artificial intelligence. | Chilling Moose Games | - | Aug 7, 2026 | |
PIGMENT LAB In-game content artaudio | The artwork in this game (backgrounds, menu art, the still-life and landscape references used as puzzle targets, achievement medals, and store art) and the music were created with generative AI tools, then selected and adjusted by the developer before inclusion. No content is generated live during gameplay. | Q-Lab Games | - | Aug 7, 2026 | |
The Highest School: Don’t Look Down Store/marketing art | Only images for steam Capsules | UnnamedCreators | - | Aug 7, 2026 | |
1.44MB RESCUE In-game content audioarttext | AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation. | Soarinto Inc. | - | Aug 7, 2026 | |
Rot & Bloom In-game content art | Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime. | Loam | - | Aug 7, 2026 | |
アルティメット伝言ゲーム Store/marketing art | Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay. | oremosouomou | - | Aug 7, 2026 | |
Snake Extended In-game content text | AI to translate. | Noninoni | - | Aug 7, 2026 | |
Traffic Architect Store/marketing art | Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer. | Green Signal Games | - | Aug 5, 2026 | |
WSudoku Store/marketing codetextart | Generative AI tools were used to assist with programming, debugging, and improving written content.
However, the developer remained fully responsible for the game's design, direction, overall programming, integration, testing, and all final decisions.
Promotional materials and store page artwork were created with the help of generative AI and then reviewed and edited by the developer. No generative AI is used during gameplay or connects to external AI services. | Kvass Games | - | Aug 5, 2026 | |
CURB SERVICE Dev only code | This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.
No AI was used to generate any images, audio, text, or design.
Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch. | GamesCorp | - | Aug 5, 2026 | |
Hearts Extreme In-game content art | Pre-generated generative AI tools were used during development to assist in creating promotional artwork, background graphics, and card concept visuals. | Hwantastic Games | - | Aug 5, 2026 | |
Moho-Moho DX In-game content artcode | This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay. | Factory Digital Entertainment | - | Aug 5, 2026 | |
OtherWorld: Infinite Loop In-game content text | Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material. | Vegecat Games | - | Aug 5, 2026 | |
Stick Legion In-game content text | Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play. | Vanishline Games | - | Aug 5, 2026 | |
Cube Sweeper In-game content art | Cube Sweeper used AI assistance during development in two places. Some of the game's handcrafted curated boards began as AI-generated shapes, which were then validated and certified solvable by the game's own logic engine before anything shipped, exactly like every other board in the game. Store page artwork production was aided by AI-assisted tools. No AI is used at runtime. The puzzles are generated by a deterministic system. | Hinten Software | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
The Last Night of Olivia Harrow In-game content art | Some of the pictures used in this game we're created with the assistance of A.I. | Cipher & Clue | - | Aug 5, 2026 | |
GG Life In-game content art | This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play. | AfterGlow Games | - | Aug 5, 2026 | |
FinSim In-game content art | AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated. | FinSim | 56 | Aug 5, 2026 | |
Tail Recursion In-game content audio | Music — the background tracks were generated with AI. | DEV505 | - | Aug 4, 2026 | |
Kinetether In-game content artcode | Artificial intelligence tools were used throughout development, assisting with the game’s programming as well as the creation of capsule artwork and other minor graphical assets. | Nilan Funcke | - | Aug 4, 2026 | |
Takeout Mania Dev only | AI was used throughout to assist in the development of this game. | Alagesia | - | Aug 4, 2026 | |
Wayfarer Protocol In-game content textaudioart | During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights. | OC Studios | - | Aug 4, 2026 | |
Siege In-game content art | Cards art was done with Generative AI.
The background art, win/lose/tie screens, and several effect images | Emas | - | Aug 4, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 71 | Aug 3, 2026 | |
Substance Lab In-game content audio | This game uses generative AI for some background and minigame music tracks. Artwork, UI, gameplay systems, and written content were created without generative AI. No AI content is generated during gameplay. | PhaseOutLimit | - | Aug 2, 2026 | |
无限数字工厂 Store/marketing art | The game’s store page uses some AI-generated artwork, but the game itself does not contain any AI-generated images. | Starchase Games | - | Aug 2, 2026 | |
Plonkers - totally bonkers plinko In-game content artcode | generative ai was used in the the building of this game, it was used for code and some of the artwork assets | CardSharkGames | - | Aug 2, 2026 | |
Minesweeper Inc. In-game content textartaudio | AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer. | Hazard Lights Games | - | Aug 1, 2026 | |
KN Tower Unclear art | Icons, Background Images | Kricom Network | - | Aug 1, 2026 | |
MapCity Store/marketing art | Store Assets; Game Graphics | Permadyn Interactive | - | Aug 1, 2026 | |
GRIDNOVA In-game content text | Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included. | Mokcemka Games | - | Aug 1, 2026 | |
Greenrise In-game content audioarttext | Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property. | Crafted by Fuchs | - | Aug 1, 2026 | |
FerzGate In-game content text | AI were used to improve the language and readability of the in-game tutorial and the Steam store page. | FirconED | - | Aug 1, 2026 | |
Dog-o-Doku Dev only art | During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community. | thinkwithpaws | - | Aug 1, 2026 | |
Jack's, 2's & 8's Store/marketing art | Generative AI Tools where used in the creation of store assets. | What To Do!? Games | - | Aug 1, 2026 | |
SUDOKU IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | huntforge | - | Jul 31, 2026 | |
HALFTIME Manager In-game content artcode | Generative AI was used for UI/UX, coding, and artwork | Lazybraindev | - | Jul 31, 2026 | |
Turing Heads In-game content text | In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer. | Groundbreakers | - | Jul 30, 2026 | |
Documancy Unclear art | Some images has been generated using AI. | Rufus Room | - | Jul 30, 2026 | |
Combo Break Dev only code | Helped find minor coding bugs/issues and coding suggestions. | IncrementalGaming | - | Jul 30, 2026 | |
Art of Breathing Store/marketing arttext | Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy. | Subhojit Kumar Mahato | - | Jul 30, 2026 | |
Neo-Exodus: Last Bastion In-game content art | Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards. | GODev Games | - | Jul 30, 2026 | |
War In The Dark In-game content arttextcode | Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer.
Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic.
Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages. | Sprout Studio | - | Jul 30, 2026 | |
The Leaderboard In-game content arttextcode | During development, generative AI was used to assist with creating placeholder artwork, text, and portions of the game's code. All AI-generated content was reviewed, edited, and integrated by the development team, and we confirm that the final content does not knowingly infringe the intellectual property rights of others. | ForgeByteLabs | - | Jul 30, 2026 |