Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game.
- Creator
- Piledriver Playhouse
- Reviews
- -
- Added
- Sep 19, 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.
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Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative. No AI-generated content is created during gameplay, all other game content was created without generative AI.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored.
Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services.
Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use.
Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine. AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects. No content is generated using AI whilst running the game.
We used AI to assist with language localization and to help create development tools used during the production of the game.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
All output was reviewed and hand-edited by our artists before shipping. Every 3D model and character in the game was sculpted by human artists. We also use AI coding assistants during development; no AI-generated content is produced while the game is running.
Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team.
Helped with some art
We may use AI to speed up creation of marketing materials and how even we should do that "marketing". And we may use AI for finding new ways to write better code, AI may analyze our code and so on. That's pretty ok that days, especially for free project that runs by enthusiasts. So please review our final work, that's what matters.
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
AI tools were used to assist with localization
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
Our team uses generative AI tools to help develop some in game assets.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself. But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting. Everything I did not make myself is properly licensed and credited to the people who did.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players.
AI is used in early visual concept explorations for certain environments. Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
Some: posters, product photos on packaging, and songs were created or modified using AI.
Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play.
Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds.
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
The 3D model are made by AI
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and textures in this game were created with the help of generative AI tools. All AI-generated assets were reviewed, edited, optimized and integrated manually by the developer. The game does not generate any content live during gameplay.
Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development. The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes. We plan to remove any LLM assets until release.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game includes a number of images that were produced with the assistance of generative artificial intelligence.
Please note that some CG images are AI-generated. If you are concerned about this, please consider carefully before purchasing. Thank you.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
AI was used only to generate bases for a few specific textures, which were then edited by hand.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ARCASCIAN Dev only code | Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game. | Piledriver Playhouse | - | Sep 19, 2026 | |
Pocket Parade In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Sep 19, 2026 | |
Legend of the Crystal Skulls In-game content art | This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative.
No AI-generated content is created during gameplay, all other game content was created without generative AI. | Oddisee Games | - | Sep 18, 2026 | |
Sort Them Cats In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Deneysel Games | - | Sep 18, 2026 | |
Hazard Ready In-game content artaudio | Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored. | Austin Peterson | - | Sep 18, 2026 | |
套圈圈模拟器 In-game content artaudio | Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services. | shanjianyeren | - | Sep 18, 2026 | |
Shopping Center Simulator In-game content art | Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use. | Quikgames | - | Sep 18, 2026 | |
Community Kitchen Simulator (DayShift) Store/marketing artcode | Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay. | Alexandru Bogdan Andrei | - | Sep 18, 2026 | |
Neon Chase In-game content audio | Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game. | Rogue Software | - | Sep 18, 2026 | |
Thugs in Fantasy In-game content text | We used AI to assist with language localization and to help create development tools used during the production of the game. | McDoodle | - | Sep 18, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
Tales Of Us - School Night Dev only code | All output was reviewed and hand-edited by our artists before shipping. Every 3D model and character in the game was sculpted by human artists. We also use AI coding assistants during development; no AI-generated content is produced while the game is running. | ExGames | - | Sep 18, 2026 | |
GARAKEI | ガラケー general | Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team. | SATEKI GAMES | - | Sep 18, 2026 | |
Horror Stories: Social Problems Unclear art | Helped with some art | YarFunnyStar | - | Sep 18, 2026 | |
Team Frontress Dev only textcode | We may use AI to speed up creation of marketing materials and how even we should do that "marketing". And we may use AI for finding new ways to write better code, AI may analyze our code and so on. That's pretty ok that days, especially for free project that runs by enthusiasts.
So please review our final work, that's what matters. | Ruslan Artemev | - | Sep 18, 2026 | |
Tokyo Canvas In-game content audioart | Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service. | kiarina | - | Sep 18, 2026 | |
Before Six In-game content text | AI tools were used to assist with localization | Tou Games | - | Sep 18, 2026 | |
Hasta Agotar Existencias In-game content artaudio | Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play. | Black and Bald Cats Studios | - | Sep 18, 2026 | |
Save Game: Tidy Videogame Supermarket In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | ODIUS | - | Sep 18, 2026 | |
1vs1 In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in game assets. | 1vs1 Develops | - | Sep 18, 2026 | |
MOGGED: Looksmaxx or Die In-game content artaudio | I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did. | Sigma Labs | - | Sep 18, 2026 | |
Below The Loop Store/marketing art | Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay. | Sandbox Studio | - | Sep 18, 2026 | |
Factory Shift In-game content artcodetext | Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players. | Xishun Studio | - | Sep 18, 2026 | |
Whisper in the Halls In-game content art | AI is used in early visual concept explorations for certain environments.
Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care. | FreakGang Interactive | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Sticks and Stones Store/marketing artaudio | Some: posters, product photos on packaging, and songs were created or modified using AI. | DiveDev | - | Sep 17, 2026 | |
VoxelForge In-game content arttext | Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play. | Mister_D Games | - | Sep 17, 2026 | |
Working Dead Store/marketing art | Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds. | Frogberry | - | Sep 16, 2026 | |
Fish on the Floor In-game content codetextart | Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play. | Free Dust | - | Sep 16, 2026 | |
VACATION Store/marketing arttext | Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service. | SLOPWORKS | - | Sep 16, 2026 | |
Seasonal Reset: Halloween Edition In-game content audioart | Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running. | Budder Technology LLC | - | Sep 16, 2026 | |
ForgeTax In-game content artaudio | Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay. | GraveYardDev | - | Sep 16, 2026 | |
Last Copy In-game content textartcode | Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay. | Casdera Labs | - | Sep 16, 2026 | |
Zombie Day Protocol In-game content art | The 3D model are made by AI | Haodex Games | - | Sep 16, 2026 | |
Clog&Order In-game content arttext | Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services. | Taoji Games | - | Sep 16, 2026 | |
柴科夫派对 Store/marketing art | During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime. | Monster Reborn | - | Sep 16, 2026 | |
Lost & Found Store/marketing art | Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content. | Adam Perkins | - | Sep 16, 2026 | |
ARUS-1 In-game content art | Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay. | Arus Development Studio | - | Sep 16, 2026 | |
Cat Fiesta In-game content art | Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay. | Mango30 | - | Sep 16, 2026 | |
Phobophobia 2.0 – System Override Dev only | Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development.
The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live. | ghoSTudio games | - | Sep 16, 2026 | |
Open Boat: Charter Fishing Simulator In-game content arttext | Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources. | LB_Game | - | Sep 16, 2026 | |
Maze of Thorns In-game content artaudiotext | Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay. | Fire Maple Games | - | Sep 16, 2026 | |
The Tidy TeaShop: Tidy Up The Tea Collection In-game content art | Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release. | Pebble & Pine | - | Sep 16, 2026 | |
Hot Meals Fast Wheels - Prologue In-game content artaudio | We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards. | Misket Games | - | Sep 16, 2026 | |
Night Gig Unclear art | This game includes a number of images that were produced with the assistance of generative artificial intelligence. | Saucy Steel Games | - | Sep 16, 2026 | |
来自异世界的她 Store/marketing art | Please note that some CG images are AI-generated. If you are concerned about this, please consider carefully before purchasing. Thank you. | 在忘川河岸呐喊 | - | Sep 16, 2026 | |
Expiration In-game content artaudio | Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay. | Forest Lake | - | Sep 16, 2026 | |
The Guest from the Fields In-game content art | AI was used only to generate bases for a few specific textures, which were then edited by hand. | Skamii | - | Sep 16, 2026 | |
No Luck Left In-game content art | No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service. | Jonas Funk | - | Sep 16, 2026 | |
Jackshot In-game content art | AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI. | und3d | - | Sep 16, 2026 |