Game logo and cover art to store page made with ai tools
- Creator
- Saylor Games
- Reviews
- -
- Added
- Aug 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.
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.
Game logo and cover art to store page made with ai tools
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
Store art work has been generated using AI.
Dashboard Engine uses AI only at runtime, on your own device, and bundles no pre-generated AI content. On-device neural text-to-speech (installed by default): the app includes neural TTS voices (MeloTTS and Kokoro) that synthesize spoken audio from text locally on your PC. An English voice is bundled and installed by default; other languages download on demand. These voices produce speech at runtime — for the assistant's replies, spoken system alerts, and voice previews. They are used purely as speech output: a "voice profile" is a small set of tuning settings that reference a licensed base voice, and the app stores or uploads no voice recordings of any kind. Optional AI assistant (off by default): if you turn it on, you connect it to a language model you run locally on your own machine or local network (for example Ollama or LM Studio). Your typed messages are sent to that local model to generate conversational replies in real time, which can be read aloud by the on-device TTS above. There is no cloud AI service, account, or API key — nothing leaves your PC. All AI output is generated live from your own input and your own local models, so it is not authored or reviewed by the developer. No AI-generated content is pre-created or bundled with the app.
AI assistance was used to translate the user interface and this store page into non-English languages. The artwork, trailers, and original English text were created by the developer.
The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated.
Part of the assets on the store page have been optimized with AI.
Generative AI was used during development to create some concept art, early promotional images, certain 3D assets, and UI illustrations. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not use AI-generated content during gameplay.
AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build. All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces.
Final decisions made by human hands and brains. Project is AI tools friendly
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support
During Early Access, AI placeholders might be used in lieu of handcrafted assets to speed up development and to improve the game’s visual fidelity. It is currently our plan to gradually replace all AI-generated assets by the final release.
This game uses AI-generated audio effects (via ElevenLabs) for a limited set of sound effects, layered and processed alongside licensed library sounds. As a solo developer on a tight budget, this let me create specific, bespoke sounds without the cost of a full custom audio pack for assets that are only used a handful of times. Some of these may be replaced with human-composed audio as the game develops.
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Marketing and Development Assistant
Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS. The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay.
game puzzle images which contain different lawnmowers made with ai software tools
Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0).
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
Generative artificial intelligence is used to speed up work with texts, sounds, and images.
营销材料部分用AI生成
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
only for cover title and background, not in game
AI-assisted tools were used during parts of the development process.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game.
Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
every part of the game is worked on by both AI and humans
Some of this game's graphics and audio assets were created using AI tools.
AI was used for UI and some translations. No AI was used for creative content, progression balanceament nor any game-design related.
Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work. The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets. The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
AI-generated art object
Generative AI was used to assist with programming and some pre-recorded voice-over audio.
Generative AI was used in the following ways: • The title logo on our store capsule images was created with an AI image tool. Everything else in those images is real footage from the running game. • The trailer narration was written with AI assistance and voiced using ElevenLabs text-to-speech. • Some in-game text event descriptions, help and interface copy was written with AI assistance and edited by hand. The game itself is not AI-generated. The world simulation, the voxel terrain and its creatures, and all in-game art are hand-built. Sound effects and music are licensed from stock audio libraries. Nothing is generated while you play.
The pixel art was generated with PixelLab. The music was generated with Suno on a paid plan. I wrote the prompts, picked what worked, and threw out what didn't. The game itself, the economy, the systems, the design, the words on screen, I built. Nothing is generated while the game runs. Everything ships as files. There are no AI calls at play time, no AI voice, and no chatbots.
Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style. Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
Some of the content shipping with this game was created using generative AI: • Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance. All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure.
Because the game was developed by only one person, AI was used to assist in its creation.
Some of the assets in this game were created with the help of generative AI tools: part of the background music and sound effects, some of the 2D images and textures used in the game and on the store page, some of the 3D models, and part of the source code. Every AI-assisted asset was reviewed and adjusted by the developer before it was included in the game, and we do not knowingly use material that infringes the rights of third parties. This game does not generate any content with AI while it is running; NPC dialogue is randomly selected from text written in advance by the developer.
Generative AI is used to assist with multilingual translation and some BGM.
AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop. As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting! That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets.
Generative AI tools were used during development to assist with writing, optimising, and structuring code.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Devil Worm Store/marketing art | Game logo and cover art to store page made with ai tools | Saylor Games | - | Aug 19, 2026 | |
Angkor In-game content artaudiotextcode | Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay. | Trippy Bento Studio | - | Aug 19, 2026 | |
Salt & Schooners Store/marketing art | Store art work has been generated using AI. | Clayton Games | - | Aug 19, 2026 | |
Dashboard Engine Live AI audiotext | Dashboard Engine uses AI only at runtime, on your own device, and bundles no pre-generated AI content.
On-device neural text-to-speech (installed by default): the app includes neural TTS voices (MeloTTS and Kokoro) that synthesize spoken audio from text locally on your PC. An English voice is bundled and installed by default; other languages download on demand. These voices produce speech at runtime — for the assistant's replies, spoken system alerts, and voice previews. They are used purely as speech output: a "voice profile" is a small set of tuning settings that reference a licensed base voice, and the app stores or uploads no voice recordings of any kind.
Optional AI assistant (off by default): if you turn it on, you connect it to a language model you run locally on your own machine or local network (for example Ollama or LM Studio). Your typed messages are sent to that local model to generate conversational replies in real time, which can be read aloud by the on-device TTS above. There is no cloud AI service, account, or API key — nothing leaves your PC.
All AI output is generated live from your own input and your own local models, so it is not authored or reviewed by the developer. No AI-generated content is pre-created or bundled with the app. | Dashboard Engine | - | Aug 19, 2026 | |
Phluxel In-game content text | AI assistance was used to translate the user interface and this store page into non-English languages. The artwork, trailers, and original English text were created by the developer. | ErinWave | - | Aug 19, 2026 | |
Re:Draw In-game content text | The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated. | kam_ushek99 | - | Aug 19, 2026 | |
明月专属传奇 Store/marketing | Part of the assets on the store page have been optimized with AI. | 明月专属传奇 | - | Aug 19, 2026 | |
Snowed In Store/marketing art | Generative AI was used during development to create some concept art, early promotional images, certain 3D assets, and UI illustrations. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not use AI-generated content during gameplay. | Eredzhepov Rustam | - | Aug 19, 2026 | |
memory cafe Dev only codeart | AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build.
All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces. | Twiggy gaming | - | Aug 19, 2026 | |
Missile Arsenal Simulator Dev only | Final decisions made by human hands and brains. Project is AI tools friendly | Tea & Cake Games | - | Aug 19, 2026 | |
Cozy Home Designer In-game content arttext | 2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing. | Jonas Tag | - | Aug 19, 2026 | |
绝灵_暗黑修仙搜打撤 Live AI arttext | Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support | 瓦舍游戏 | - | Aug 19, 2026 | |
METEORITE In-game content art | During Early Access, AI placeholders might be used in lieu of handcrafted assets to speed up development and to improve the game’s visual fidelity. It is currently our plan to gradually replace all AI-generated assets by the final release. | Astrogation | - | Aug 19, 2026 | |
DEMO IT! In-game content audio | This game uses AI-generated audio effects (via ElevenLabs) for a limited set of sound effects, layered and processed alongside licensed library sounds. As a solo developer on a tight budget, this let me create specific, bespoke sounds without the cost of a full custom audio pack for assets that are only used a handful of times.
Some of these may be replaced with human-composed audio as the game develops. | CrossAge Studio | - | Aug 19, 2026 | |
Wildreach Store/marketing text | Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime. | PickBits Studios | - | Aug 19, 2026 | |
Buzzopolis: Hive Incremental Unclear | Marketing and Development Assistant | Uberbax Gaming | - | Aug 18, 2026 | |
Witherwood In-game content art | Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS.
The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay. | Cunning Craft LLC | - | Aug 18, 2026 | |
Lawnmower Puzzle In-game content art | game puzzle images which contain different lawnmowers made with ai software tools | Valkeala Software | - | Aug 17, 2026 | |
Ghostly Late Night Show In-game content textaudio | Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language. | Miltan Digital Ltd | - | Aug 17, 2026 | |
Retail Nation: My Supermarket In-game content arttext | Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay. | PerforMetric | - | Aug 17, 2026 | |
でんでんブロック In-game content text | This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0). | R.U Studio | - | Aug 17, 2026 | |
Zorehrai: Space Formations In-game content art | Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development. | Khochu Games | - | Aug 17, 2026 | |
Virazh: FPV Drone Racing Unclear textaudioart | Generative artificial intelligence is used to speed up work with texts, sounds, and images. | Vladyslav Fomenko | - | Aug 17, 2026 | |
荒野调查队 Store/marketing art | 营销材料部分用AI生成 | 无限工作室 | - | Aug 16, 2026 | |
Starlathe In-game content artaudio | Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion. | Astraeon Interactive | - | Aug 16, 2026 | |
Leaves & Lanterns In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 16, 2026 | |
DOTS VS PIXELS Store/marketing art | only for cover title and background, not in game | VOXELMANA | - | Aug 16, 2026 | |
FreshSheets Dev only | AI-assisted tools were used during parts of the development process. | IGBS ZSTUDIO | - | Aug 16, 2026 | |
CyberCon: Cybersecurity Tycoon Dev only code | Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand. | Wolfgrid Games | - | Aug 16, 2026 | |
Epoch Forge Live AI text | The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game. | Vaporware Software | - | Aug 16, 2026 | |
StoneEra In-game content art | Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game. | Arrock Games | - | Aug 16, 2026 | |
Solspire Unclear | every part of the game is worked on by both AI and humans | Mr Crops | - | Aug 16, 2026 | |
BokoBoko Strike In-game content artaudio | Some of this game's graphics and audio assets were created using AI tools. | KANOTYPE | - | Aug 16, 2026 | |
Path of the idle cultivator In-game content text | AI was used for UI and some translations. No AI was used for creative content, progression balanceament nor any game-design related. | Wuxia dev | - | Aug 16, 2026 | |
Cubing Forge Store/marketing art | Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay. | The Wolf Pack Mind | - | Aug 16, 2026 | |
Kaperfahrt In-game content artaudio | Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence. | Kleinod Games | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Farm Simulator 2026 In-game content art | AI-generated art object | Christopher Ikeda | - | Aug 15, 2026 | |
Outpost Simulator In-game content codeaudio | Generative AI was used to assist with programming and some pre-recorded voice-over audio. | Mental Dreams | - | Aug 15, 2026 | |
VOXEL ISLE SIMULATOR In-game content arttextaudio | Generative AI was used in the following ways:
• The title logo on our store capsule images was created with an AI image
tool. Everything else in those images is real footage from the running game.
• The trailer narration was written with AI assistance and voiced using
ElevenLabs text-to-speech.
• Some in-game text event descriptions, help and interface copy was
written with AI assistance and edited by hand.
The game itself is not AI-generated. The world simulation, the voxel terrain
and its creatures, and all in-game art are hand-built. Sound effects and music
are licensed from stock audio libraries. Nothing is generated while you play. | SFH PROD | - | Aug 14, 2026 | |
SPINDLEDRIFT In-game content artaudiotext | The pixel art was generated with PixelLab. The music was generated with Suno on a paid plan. I wrote the prompts, picked what worked, and threw out what didn't. The game itself, the economy, the systems, the design, the words on screen, I built. Nothing is generated while the game runs. Everything ships as files. There are no AI calls at play time, no AI voice, and no chatbots. | Half Ass Studios | - | Aug 14, 2026 | |
Lying Thieves: Amsterdam In-game content artaudio | Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style.
Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary. | Sitix | - | Aug 14, 2026 | |
Pharmacy Simulator: Big Pharma Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | - | Aug 14, 2026 | |
Belt Zero In-game content artaudiotext | Some of the content shipping with this game was created using generative AI:
• Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance.
All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure. | Kay Maik Dev | - | Aug 14, 2026 | |
双魂奇谈 Unclear | Because the game was developed by only one person, AI was used to assist in its creation. | RolandHuang | - | Aug 14, 2026 | |
アバタークエスト オンライン In-game content audioartcode | Some of the assets in this game were created with the help of generative AI tools: part of the background music and sound effects, some of the 2D images and textures used in the game and on the store page, some of the 3D models, and part of the source code. Every AI-assisted asset was reviewed and adjusted by the developer before it was included in the game, and we do not knowingly use material that infringes the rights of third parties. This game does not generate any content with AI while it is running; NPC dialogue is randomly selected from text written in advance by the developer. | lv10.jp | - | Aug 14, 2026 | |
Japanese Swordsmith In-game content textaudio | Generative AI is used to assist with multilingual translation and some BGM. | SENSE SHARE | - | Aug 14, 2026 | |
National Park Tycoon In-game content art | AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game. | Sunshine Toys and Games | - | Aug 14, 2026 | |
土匪 In-game content textartaudio | Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets. | 木桶游戏 | - | Aug 13, 2026 | |
Glint Grade Dev only code | Generative AI tools were used during development to assist with writing, optimising, and structuring code. | TJSlurch | - | Aug 13, 2026 |