Generative AI tools may be used during production for some localization and minor audio elements. Core gameplay content and game artwork are not created using AI.
- Creator
- Lucapy Studio
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,877 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 may be used during production for some localization and minor audio elements. Core gameplay content and game artwork are not created using AI.
Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game.
AI was used to translate text.
Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team.
Prop images,3D models,Background music (BGM)
Some art resources are generated by AI and then manually optimized and adjusted
The description of this game was formatted by the help of AI.
This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work.
The only use of AI in this game was to create the images of the athletes.
AI was used to help localise the UI.
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials.
The following in-game localizations are created with the assistance of generative artificial intelligence: - Japanese - Korean
Some in-game art is created with AI-assisted workflows. Players can also use AI to generate their own characters from photos, making each hero feel more personal.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game.
AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team.
AI is used for localization.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
localization.
Several background musics, sound effects and scripts of this game have been produced by AI
Some in-game text was translated using AI tools and reviewed by the developer.
Some animations are created with AI assistance
Some tiling textures are Ai generated
AI technology was used in the localization process of this game.
AI was used to localize the user interface to improve player comprehension.
AI used only for the Menu background.
This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist.
The developers use AI to control bots during combat.
Some of the artwork within this game was created with the assistance of generative AI.
Polish, Turkish, Simplified Chinese, Korean Translations
Generative AI was used on a local machine to create initial art, which was then altered by human artists.
As a solo developer working on a passion project, I utilized generative AI tools to assist in creating some of the visual assets for the game. This includes character portraits, background art, and certain UI elements. All music, audio and localization in the game are entirely human-made and do not use any generative AI technologies.
Some visual assets were made with AI assistance.
translation etc
In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images).
Results Screen image is AI generated
OceanAI uses AI to generate images, animated images, and partial real-time communication content.
Chat GPT was used to generate the store art and title screen art.
AI-generated content is used for some in-game images and Steam library/background artwork
Generative AI was used to translate this content.
This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team.
Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals.
Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime.
AI tools were used to assist with localization and drafting store page descriptions.
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
Character and menu artwork was created using generative AI tools and later edited by the development team.
Some of the images and audio assets used in this game are created with the assistance of generative artificial intelligence, based on the creator’s original concepts and design. All narrative content presented in the game is conceived and written by the creator, with generative artificial intelligence used to assist in text refinement and multilingual translation.
Yes, AI was used to assist the minimal localisation required to play SHED (human edited).
We have used AI primarily for image generation and for optimizing the network system in Typer3000. AI-driven image generation allowed us to rapidly create and iterate visual assets such as backgrounds, interface elements, and stylistic variations, ensuring a consistent and scalable visual design. In addition, we have used AI to support the setup and optimization of the multiplayer network architecture. It helped us refine data transmission strategies, reduce latency, and improve synchronization of player inputs, resulting in a smooth and responsive real-time gameplay experience.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Crimswell In-game content textaudio | Generative AI tools may be used during production for some localization and minor audio elements. Core gameplay content and game artwork are not created using AI. | Lucapy Studio | - | May 23, 2026 | |
Quadrix In-game content artaudio | Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game. | VC Production | 12 | May 23, 2026 | |
Spot the Difference: Detective Neko In-game content text | AI was used to translate text. | Wolves | - | May 23, 2026 | |
Prison Life Sim 2026 - Survival In-game content artaudio | Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team. | Great Escape Games Publishing | - | May 23, 2026 | |
星穹幻想世界 In-game content artaudio | Prop images,3D models,Background music (BGM) | SHI ZHENG DUO | - | May 23, 2026 | |
挂机破坏神 IdleDiablo In-game content art | Some art resources are generated by AI and then manually optimized and adjusted | 棱镜工作室 | 90 | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Robust Island In-game content art | This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work. | Cornerstone Ministry | - | May 23, 2026 | |
Sports Card Collector Simulator In-game content art | The only use of AI in this game was to create the images of the athletes. | ColeThePole | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
Grass and Cash In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | VirginMage | - | May 23, 2026 | |
GOLF+ In-game content audioart | GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials. | GOLF+ | - | May 23, 2026 | |
Snect In-game content text | The following in-game localizations are created with the assistance of generative artificial intelligence:
- Japanese
- Korean | Jaxon Cyan | - | May 23, 2026 | |
Keyboard Hero Live AI art | Some in-game art is created with AI-assisted workflows.
Players can also use AI to generate their own characters from photos, making each hero feel more personal. | Zing Games Inc. | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
时光餐厅 In-game content art | Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game. | 怀旧游戏小东 | - | May 23, 2026 | |
New Yankee: Jelly Chaos Store/marketing art | AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team. | Alawar Casual | - | May 23, 2026 | |
NeNeKoNeKo In-game content text | AI is used for localization. | Gushio | 12 | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
異変駐車場 Unclear text | localization. | Marukereba Studio | - | May 23, 2026 | |
쌀먹의 시대 In-game content audiocode | Several background musics, sound effects and scripts of this game have been produced by AI | PIXUS | - | May 23, 2026 | |
INTO THE RUN In-game content text | Some in-game text was translated using AI tools and reviewed by the developer. | Enterludo | - | May 23, 2026 | |
幸运奶茶店 In-game content art | Some animations are created with AI assistance | 烹游 CookGames | - | May 23, 2026 | |
House of Forgotten Souls In-game content art | Some tiling textures are Ai generated | Ian Eastin | - | May 23, 2026 | |
Catverse In-game content text | AI technology was used in the localization process of this game. | OVFL | - | May 23, 2026 | |
Drift In-game content text | AI was used to localize the user interface to improve player comprehension. | Shinobi Man | - | May 23, 2026 | |
Balloons Factory Tycoon In-game content art | AI used only for the Menu background. | Cristian Savelea | - | May 23, 2026 | |
Sevenfall In-game content art | This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist. | Titan Art Games | - | May 23, 2026 | |
Nerds Revenge Live AI | The developers use AI to control bots during combat. | Adrenaline Games | - | May 23, 2026 | |
스탈린의 대숙청 피하기 In-game content art | Some of the artwork within this game was created with the assistance of generative AI. | DNCG | - | May 23, 2026 | |
The Last Hand Unclear text | Polish, Turkish, Simplified Chinese, Korean Translations | Blackwater Gator Studios | - | May 23, 2026 | |
Golden Lies In-game content art | Generative AI was used on a local machine to create initial art, which was then altered by human artists. | cat_vision | - | May 23, 2026 | |
EXPOSED In-game content art | As a solo developer working on a passion project, I utilized generative AI tools to assist in creating some of the visual assets for the game. This includes character portraits, background art, and certain UI elements. All music, audio and localization in the game are entirely human-made and do not use any generative AI technologies. | Esat Yılmaz | - | May 23, 2026 | |
Zigdig In-game content art | Some visual assets were made with AI assistance. | stehudz | - | May 23, 2026 | |
Held Unclear text | translation etc | Sense of Games Inc. | - | May 23, 2026 | |
Fluendora: The realm of scribes In-game content art | In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images). | Lizzrik games | - | May 23, 2026 | |
Let it ride! Store/marketing art | Results Screen image is AI generated | Retro Decadance | - | May 23, 2026 | |
Ocean In-game content arttext | OceanAI uses AI to generate images, animated images, and partial real-time communication content. | DoingGames | 14 | May 23, 2026 | |
Dark Room Store/marketing art | Chat GPT was used to generate the store art and title screen art. | 5th Period Games | - | May 23, 2026 | |
Dig Inc. In-game content art | AI-generated content is used for some in-game images and Steam library/background artwork | Tematus | - | May 23, 2026 | |
SheepHoundra In-game content text | Generative AI was used to translate this content. | RockRocky | - | May 23, 2026 | |
DHALMAN In-game content textart | This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team. | Minnapad Pte. Ltd. | - | May 23, 2026 | |
Almost A Ghost Store/marketing codeart | Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals. | PNR Verse | - | May 23, 2026 | |
Arcade Park Islands: Rides & Minigames In-game content artaudio | Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime. | Adem Kaya (Rocky) | - | May 23, 2026 | |
Alehundred In-game content text | AI tools were used to assist with localization and drafting store page descriptions. | Alehundred | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
The Forgotten Killer In-game content art | Character and menu artwork was created using generative AI tools and later edited by the development team. | The Forgotten Killer Hub | - | May 23, 2026 | |
Mesudoku In-game content artaudiotext | Some of the images and audio assets used in this game are created with the assistance of generative artificial intelligence, based on the creator’s original concepts and design.
All narrative content presented in the game is conceived and written by the creator, with generative artificial intelligence used to assist in text refinement and multilingual translation. | TheGameIsDifficult Studio | - | May 23, 2026 | |
SHED In-game content text | Yes, AI was used to assist the minimal localisation required to play SHED (human edited). | Patchrat | 11 | May 23, 2026 | |
TYPER3000 In-game content art | We have used AI primarily for image generation and for optimizing the network system in Typer3000. AI-driven image generation allowed us to rapidly create and iterate visual assets such as backgrounds, interface elements, and stylistic variations, ensuring a consistent and scalable visual design.
In addition, we have used AI to support the setup and optimization of the multiplayer network architecture. It helped us refine data transmission strategies, reduce latency, and improve synchronization of player inputs, resulting in a smooth and responsive real-time gameplay experience. | ALBATROS | - | May 23, 2026 |