Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons.
- Creator
- Toasted Bread Studio
- Reviews
- -
- Added
- Sep 22, 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.
Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
Generative AI tools assisted with drafting and translating text for the store page and trailer captions. The game does not generate AI content during play.
Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay.
Generative AI was used for some of the artwork and text: the 3D representation of the motorcycles, the achievement icons, the artwork on this page, and text in the game and store, including the English version. All of it is pre-rendered - created during development, not while you play. No AI runs while the game is running: the race simulation and vehicle physics are computed on the server, the engine sound is synthesised in the game itself, and the circuit layouts are based on real geodata from OpenStreetMap contributors (ODbL).
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English. The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots.
Card Monarchy was made using AI tools. PRE-GENERATED CONTENT - Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision. - Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources. NOTHING IS GENERATED WHILE YOU PLAY The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
AI was used to improve the graphics and code. All the ideas came from me or from my experiences in my daily clinical and academic life.
AI was used to help code and program the game.
Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay.
the game generates nothing while you play, AI was used during development in some in game text like word lists which all were checked by a human afterwards
Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company. I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game. AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published. Industrial Empire Online does not generate AI content live during gameplay.
Generative AI was used as a supporting tool for the creation and refinement of text content and graphical assets used in the game and/or on the Steam store page.
Some codes, Some Audios.
Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page.
Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets.
Generative AI assisted some promotional artwork, including Steam capsule images.
We use artificial intelligence solely as a supporting tool. Artificial intelligence was used for grammar corrections in in-game text and the preparation of store visuals.
① Describe pre‑rendered /pre‑generated AI content plaintext No generative‑AI‑created content is included in this game, store page assets and marketing materials. All art, audio, narrative and other player‑facing content are original works created by our development team. ② Describe content generated during gameplay plaintext There are no live‑generated AI features in this game. No content will be dynamically generated during gameplay.
Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay
We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page.
During the development, we may use AI-assisted tools to help create procedural 3D models, environments, interface elements, animations, and sound effects. These tools were used under the developer’s direction, and in every case the end result reflects their creativity.
AI was used in the marketing materials for this game.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
This game is using AI generated art for some parts of the store page and for some of the 3D-models in game
This game includes assets created with generative AI. Artists are working to replace generated content.
For text translations and the creation of individual graphics used for marketing and promotional purposes.
Some assets
AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands.
Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Translations were made with the help of AI tools and reviewed.
The game used generative AI in the models and UI design
AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game.
The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music.
The music for this game has been created with AI through serious prompting and critical listening. Want to donate your own electric swing music to this game? Contact us on Discord :)
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
AI translation tools were used to assist with localization from English to other languages. The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
Translations of some texts.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play. Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Deepwood Valley uses a generative AI language model to power conversations with the characters who live in the valley. The model runs entirely on your own computer — no account is required, and nothing you type is sent to us or to any third party. Every line of AI-generated dialogue passes through a deterministic content filter before it is displayed. This filter is compiled into the game, runs on all generated speech without exception, and cannot be turned off by the player or by mods. Character personalities, story, world design, and all art and audio are authored by our team.
The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
AI was used for localization.
During the development of the game, AI tools have been used selectively and in a controlled manner to support certain creative and technical processes. Their use has always been guided, reviewed, and supervised by humans, with all final decisions remaining under the direction of the design and technical teams. AI has been used as a supporting tool, never as a replacement for human creativity, judgment, or development work
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sound Bounded In-game content artaudio | Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons. | Toasted Bread Studio | - | Sep 22, 2026 | |
Prison Break: Thirty Walls Store/marketing art | Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime. | Zitherian Studios | - | Sep 22, 2026 | |
Hold the door! Store/marketing text | Generative AI tools assisted with drafting and translating text for the store page and trailer captions. The game does not generate AI content during play. | Free Dust | - | Sep 22, 2026 | |
Forgotten Horizons In-game content | Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay. | MafrGames | - | Sep 22, 2026 | |
Moto Racing Manager In-game content arttext | Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL). | MRM Games | - | Sep 22, 2026 | |
QuadRaid In-game content audioartcode | Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay. | DoplayStudio | - | Sep 22, 2026 | |
Mimicry Kingdom In-game content artaudiotextcode | Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English. | Jloo | - | Sep 22, 2026 | |
Turing Game Live AI text | During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots. | Mobi Studio | - | Sep 22, 2026 | |
Card Monarchy In-game content artaudio | Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair. | mAInely AI games | - | Sep 22, 2026 | |
Chefarzt Dev only artcode | AI was used to improve the graphics and code. All the ideas came from me or from my experiences in my daily clinical and academic life. | eiz9r industries | - | Sep 22, 2026 | |
Ping Ball! Dev only code | AI was used to help code and program the game. | PLLVGS | - | Sep 22, 2026 | |
CROVA CHAIN In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay. | 방구석 개발진 | - | Sep 22, 2026 | |
DUBHouse In-game content text | the game generates nothing while you play, AI was used during development in some in game text like word lists which all were checked by a human afterwards | NAB Studios | - | Sep 22, 2026 | |
Industrial Empire Online In-game content artcode | Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company.
I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game.
AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published.
Industrial Empire Online does not generate AI content live during gameplay. | George Games | - | Sep 22, 2026 | |
Shift Happens: Together Unclear textart | Generative AI was used as a supporting tool for the creation and refinement of text content and graphical assets used in the game and/or on the Steam store page. | Estudio20 | - | Sep 22, 2026 | |
Kalmareth: Rune Duel VR Unclear codeaudio | Some codes, Some Audios. | UniCoti | - | Sep 22, 2026 | |
My Summer Project Together Unclear textart | Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page. | Outsource Console Games | - | Sep 22, 2026 | |
Border Control Together In-game content art | Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets. | Peaky Play | - | Sep 22, 2026 | |
HEX: You Are It Store/marketing art | Generative AI assisted some promotional artwork, including Steam capsule images. | Ilez Badurgov | - | Sep 22, 2026 | |
Supercar Collection Together In-game content textart | We use artificial intelligence solely as a supporting tool.
Artificial intelligence was used for grammar corrections in in-game text and the preparation of store visuals. | Kiki Games | - | Sep 22, 2026 | |
问鼎三国 general | ① Describe pre‑rendered /pre‑generated AI content
plaintext
No generative‑AI‑created content is included in this game, store page assets and marketing materials. All art, audio, narrative and other player‑facing content are original works created by our development team.
② Describe content generated during gameplay
plaintext
There are no live‑generated AI features in this game. No content will be dynamically generated during gameplay. | HONGKONG LEOPARD STORMTECH LIMITED | - | Sep 22, 2026 | |
Modern Crisis In-game content art | Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay | ZAIT TEAM | - | Sep 22, 2026 | |
Gohan : companion Store/marketing art | We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page. | YGGDRAZIL GROUP PUBLIC COMPANY LIMITED | - | Sep 22, 2026 | |
Blockfall In-game content artaudio | During the development, we may use AI-assisted tools to help create procedural 3D models, environments, interface elements, animations, and sound effects. These tools were used under the developer’s direction, and in every case the end result reflects their creativity. | Wasd_armory | - | Sep 22, 2026 | |
Scriven Mage Store/marketing arttext | AI was used in the marketing materials for this game. | Lost Our Box | - | Sep 22, 2026 | |
Breadwinner - The Loaf Life Simulator In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | SoftwareWizard | - | Sep 22, 2026 | |
Dirt Town In-game content art | This game is using AI generated art for some parts of the store page and for some of the 3D-models in game | Skyturns | - | Sep 21, 2026 | |
Finsanity In-game content art | This game includes assets created with generative AI. Artists are working to replace generated content. | Brutus | - | Sep 21, 2026 | |
Holy Shroom! Store/marketing arttext | For text translations and the creation of individual graphics used for marketing and promotional purposes. | GameWood | - | Sep 21, 2026 | |
A Game About Cleaning a River Unclear | Some assets | APP1 | - | Sep 21, 2026 | |
Want a Bomb? In-game content arttext | AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands. | humbledbag | - | Sep 21, 2026 | |
DON'T DROP IT Unclear | Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer. | Public Liability Games | - | Sep 21, 2026 | |
RunGun Riot In-game content artaudio | Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay. | Forbidden Fruit Productions | - | Sep 21, 2026 | |
Room Movers In-game content text | Translations were made with the help of AI tools and reviewed. | Ozy Cozy Games | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 | |
Who's Next? Dev only code | AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game. | Veyr | - | Sep 21, 2026 | |
Word Link In-game content text | The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music. | Brain Boost Ninja | - | Sep 21, 2026 | |
OFF you GO! In-game content audio | The music for this game has been created with AI through serious prompting and critical listening.
Want to donate your own electric swing music to this game? Contact us on Discord :) | Kasper Fischer Topp | - | Sep 21, 2026 | |
Westward Dash In-game content artaudiotextcode | All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation. | Mars Paladin | - | Sep 21, 2026 | |
The Well Kept In-game content text | AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials. | Redfar | - | Sep 21, 2026 | |
Virtus Arenae Unclear text | Translations of some texts. | Aestua Games | - | Sep 21, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
Poco Loco In-game content art | Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay. | MindZone | - | Sep 19, 2026 | |
FableBrawl In-game content artaudiotext | FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community. | FableBrawl | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Deepwood Valley Live AI text | Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team. | Cometforge | - | Sep 19, 2026 | |
疯狂德州 In-game content audio | The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services. | Jarvis788 | - | Sep 19, 2026 | |
ZOO PANIC In-game content arttext | Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game. | SGC-gamedev | - | Sep 19, 2026 | |
Get On Board! In-game content text | AI was used for localization. | KeboStudio | - | Sep 19, 2026 | |
UNCOUNTED Dev only | During the development of the game, AI tools have been used selectively and in a controlled manner to support certain creative and technical processes. Their use has always been guided, reviewed, and supervised by humans, with all final decisions remaining under the direction of the design and technical teams. AI has been used as a supporting tool, never as a replacement for human creativity, judgment, or development work | Hispagames Estudios | - | Sep 19, 2026 |