Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
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- Unstable Entity
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- Jul 25, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
Some parts of the game were created with the help of generative AI tools. The music was made using Suno, and a few pieces of text were assisted by AI during development. Everything included in the game has been reviewed and approved by me before shipping.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Steam capsule images and 2 GUI elements were made by GenAI. Everything else was made without any use of GenAI.
Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers.
AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text.
We used AI to generate images, as we don't have an artist on our team. The gameplay, design, and atmosphere are all human-created.
Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc.
This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
Localization of the textual content for non-english languages is mainly produced as translations from english using generative artificial intelligence. LLM's have been used as a help also in writing and reviewing of program code, development helper tools, infrastructure setup, security checks, test maintenance and requirements management.
This game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team.
Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
The main key art, which is used for the store capsule images, library assets, and the game's opening sequence, was created using generative AI.
本游戏 部分图像和音频含有ai生成创作
AI is used to prepare the promo materials & trailers and generate funny robot voices for bots.
Used AI to generate cover photo of the game.
I made this as an experiment in collaborative development between Codex and Claude Code.
AI tools were used during development to help write the game's code and store text.
Selected background elements, tilesets, and player and boss character models used AI-generated source material that was manually reworked and adapted. Translations were created and edited with AI assistance. Part of the game's logic was developed with AI assistance. All design and gameplay decisions were made by the developer.
Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic.
Paste this for the "how" description: All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
The achievement icons and some store page promotional images were created with the assistance of generative AI tools.
Artificial intelligence tools were used in the creation of this game’s art assets and code.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer. No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
An AI assistant (Anthropic's Claude) helped write the game's code and draft store/marketing text, all reviewed by the developer. All art is hand-made and procedurally rendered; all music and sound effects are human-created or licensed (CC0 / commissioned). No AI-generated art, audio, or voice ships in the game, and no AI content is generated during play.
AI was used on the images to then be manually refined
Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team.
The first version of the logo was generated by AI.
Generative AI was used to assist in the development of the game, including parts of the game engine code, internal development tools, some visual assets, and language proofreading. All AI-generated output was reviewed and supervised by a human. The game's audio was sourced from third-party providers outside the studio and, to the best of our knowledge, was not created using generative AI.
The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI.
During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information. Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.)
AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration.
This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Generative artificial intelligence was used during the process of creating the game's graphical elements. It was used to generate concepts and 2D graphics, which were then further manually edited and adapted to the needs of the project. The modified graphics were used as backgrounds in the game's main menu.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
It was used for support during the coding phase; the rest is entirely handmade.
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
Generative images and videos used for marketing purpose only.
The game assets were inspired by AI assistance
Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players.
Promotional videos and images related to the game's story were rendered with AI
A large portion of the video game's code is Ai generated. No art was created by Ai.
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons. The final release version of the game will not use AI-generated content.
Artificial intelligence was used to create textures in the game.
Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime.
This game includes some AI generated content using Adobe Firefly. Some of the dialog backgrounds are AI generated textures. The Story video and the Level Loading videos are AI generated. This disclosure is provided so players can make an informed purchasing decision based on their own preferences. AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics.
Some store page visuals and marketing materials were created with the assistance of AI image generation tools. All in-game assets are human-made or licensed from asset stores.
Menu backgrounds created using generative AI and then manually edited.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dirtnap Unclear | Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team. | Unstable Entity | - | Jul 25, 2026 | |
A Workplace Roguelike In-game content audiotext | Some parts of the game were created with the help of generative AI tools. The music was made using Suno, and a few pieces of text were assisted by AI during development. Everything included in the game has been reviewed and approved by me before shipping. | Last Light Loreworks | - | Jul 25, 2026 | |
Strike Wings In-game content art | Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service. | Strike Wings Games | - | Jul 25, 2026 | |
Capybara Clash Store/marketing art | Steam capsule images and 2 GUI elements were made by GenAI. Everything else was made without any use of GenAI. | StudyFun | - | Jul 25, 2026 | |
Captain VKing In-game content arttext | Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers. | VKing Games | - | Jul 25, 2026 | |
Wirehawk In-game content audiotext | AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text. | Trax | - | Jul 24, 2026 | |
N.E.O.N. HORIZON In-game content art | We used AI to generate images, as we don't have an artist on our team.
The gameplay, design, and atmosphere are all human-created. | NeonGameStudio | - | Jul 23, 2026 | |
Stacey's Demise - A Prequel to I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc. | Yomen Tohmaz | - | Jul 23, 2026 | |
Alien Siege: Earth In-game content artaudio | This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand. | Don'tSayGame | - | Jul 23, 2026 | |
Core Crusher In-game content art | Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups. | gubestudios | - | Jul 23, 2026 | |
Mooncall In-game content textcode | Localization of the textual content for non-english languages is mainly produced as translations from english using generative artificial intelligence. LLM's have been used as a help also in writing and reviewing of program code, development helper tools, infrastructure setup, security checks, test maintenance and requirements management. | Kuukkeli Games | - | Jul 23, 2026 | |
Dream Hackers VR In-game content audiotext | This game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team. | ARVI VR INC. | - | Jul 23, 2026 | |
生死狙击:无限 In-game content art | Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material. | Wizard Games | 205 | Jul 23, 2026 | |
Battle Marine Advance! In-game content art | The main key art, which is used for the store capsule images, library assets, and the game's opening sequence, was created using generative AI. | SUZUKI PLAN, Yoji Suzuki | - | Jul 22, 2026 | |
盗墓贼 In-game content artaudio | 本游戏 部分图像和音频含有ai生成创作 | 命运之羁绊 | - | Jul 22, 2026 | |
RIFTFALL In-game content audioart | AI is used to prepare the promo materials & trailers and generate funny robot voices for bots. | GameEra Studios | - | Jul 22, 2026 | |
Apocalypse Train Store/marketing art | Used AI to generate cover photo of the game. | volaryus | - | Jul 22, 2026 | |
SuperSubmarine Dev only code | I made this as an experiment in collaborative development between Codex and Claude Code. | CreOneGames | - | Jul 22, 2026 | |
Noon Saloon Dev only textcode | AI tools were used during development to help write the game's code and store text. | Racc PG | - | Jul 22, 2026 | |
Astral Bounty In-game content arttextcode | Selected background elements, tilesets, and player and boss character models used AI-generated source material that was manually reworked and adapted. Translations were created and edited with AI assistance. Part of the game's logic was developed with AI assistance. All design and gameplay decisions were made by the developer. | Weepel Games | - | Jul 22, 2026 | |
Warix In-game content artaudio | Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic. | Star-snuffing Black | - | Jul 22, 2026 | |
Scrumbag In-game content artaudio | Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release. | Stockout Studio | - | Jul 22, 2026 | |
Tilebound:Mahjong Survivors In-game content art | The achievement icons and some store page promotional images were created with the assistance of generative AI tools. | BambooByte Studio | - | Jul 22, 2026 | |
Forest TD In-game content artcode | Artificial intelligence tools were used in the creation of this game’s art assets and code. | HXZ | - | Jul 22, 2026 | |
Lethal Algorithm In-game content artaudiotext | Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience. | Mohammed Marzouq | - | Jul 22, 2026 | |
Arcade Survivors Dev only codetext | An AI assistant (Anthropic's Claude) helped write the game's code and draft store/marketing text, all reviewed by the developer. All art is hand-made and procedurally rendered; all music and sound effects are human-created or licensed (CC0 / commissioned). No AI-generated art, audio, or voice ships in the game, and no AI content is generated during play. | Martin Szerment | - | Jul 22, 2026 | |
Hellocracy In-game content art | AI was used on the images to then be manually refined | Uwu Studio | 18 | Jul 22, 2026 | |
마지막 적 함대를 막기위해 출격합니다 In-game content art | Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team. | RDSOFT | - | Jul 22, 2026 | |
Vanslinger Store/marketing art | The first version of the logo was generated by AI. | Lukasz Sopata | - | Jul 20, 2026 | |
Wayfarer Colony: Veylan Dev only artcode | Generative AI was used to assist in the development of the game, including parts of the game engine code, internal development tools, some visual assets, and language proofreading. All AI-generated output was reviewed and supervised by a human. The game's audio was sourced from third-party providers outside the studio and, to the best of our knowledge, was not created using generative AI. | burnedalarmstudio | - | Jul 20, 2026 | |
Couch PVP Dev only audio | The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI. | Homelaser | - | Jul 20, 2026 | |
CityExplorer In-game content textart | During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information.
Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.) | YOKATA forest words | - | Jul 18, 2026 | |
Drone Core Command In-game content arttext | AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration. | Earthborn Interactive | - | Jul 18, 2026 | |
semperfly - fpv drone simulator In-game content text | This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time. | Nordfen | - | Jul 18, 2026 | |
My Zombie Apocalypse In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jul 17, 2026 | |
Odd Stories: Backyard Mountain In-game content art | Generative artificial intelligence was used during the process of creating the game's graphical elements. It was used to generate concepts and 2D graphics, which were then further manually edited and adapted to the needs of the project. The modified graphics were used as backgrounds in the game's main menu. | IonForce Studio | - | Jul 17, 2026 | |
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
little boy Dev only code | It was used for support during the coding phase; the rest is entirely handmade. | ali halil | - | Jul 17, 2026 | |
Mourning House In-game content artaudio | This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process. | GulfPearl | - | Jul 17, 2026 | |
Hyper Hitmans Store/marketing art | Generative images and videos used for marketing purpose only. | Leon Šebrek | - | Jul 17, 2026 | |
Bug Hunter Unclear | The game assets were inspired by AI assistance | QianYi | - | Jul 17, 2026 | |
Ashes of Macedonia Store/marketing art | Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players. | Filios Christou | - | Jul 17, 2026 | |
Doom Reignite In-game content art | Promotional videos and images related to the game's story were rendered with AI | Chengdu Shengming Leyou Network Technology Co., Ltd. | - | Jul 16, 2026 | |
HARDPOINT Dev only code | A large portion of the video game's code is Ai generated. No art was created by Ai. | Dale Weimholt | - | Jul 16, 2026 | |
Rebuilt: Last Settlement In-game content art | We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content. | Night Farm Studio | - | Jul 15, 2026 | |
Crew Up In-game content art | Artificial intelligence was used to create textures in the game. | Kavunovskiy | - | Jul 15, 2026 | |
FPV PVP In-game content art | Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime. | EverLifeLab | - | Jul 15, 2026 | |
Mutant Scavenger In-game content arttext | This game includes some AI generated content using Adobe Firefly.
Some of the dialog backgrounds are AI generated textures.
The Story video and the Level Loading videos are AI generated.
This disclosure is provided so players can make an informed purchasing decision based on their own preferences.
AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics. | Demenzun Media | - | Jul 15, 2026 | |
One Hit Out art | Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores. | Talking Potato | - | Jul 15, 2026 | |
Shibuya 88 StarBurner In-game content art | Menu backgrounds created using generative AI and then manually edited. | Xayba | - | Jul 15, 2026 |