Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
- Creator
- NoMiStudio
- Reviews
- -
- Added
- Aug 22, 2026
Public Steam disclosure research 25,383 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.
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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.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
We use AI to generate plants reference and some of the sound effects, then we polish and animate them in Photoshop and Spine to get formal assets
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
AI was only used to generate scripts and coding for this game.
Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Artificial intelligence was used to aim the creation of the game's certain art assets.
English Localisation
This game contains content created with the help of generative AI tools. Specifically: some illustrations, including artwork used in the Steam capsule images, and some secondary environment props were produced with AI assistance and then edited and finalized by our team. AI tools were also used during pre-production for idea generation and concept art, and as a coding assistant during development. All core art, characters, level design, and writing are created by humans. The game does not contain live-generated AI content.
In the game, AI was used to create: character art, music, and some sounds
All in-game video footage (including characters, scenes, cutscenes,music) is generated using AI tools. Dialogue writing, choice design, stat system, UI design, programming are hand-crafted by the development team.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
The game's text localization was created using artificial intelligence.
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
AI was used to speed up the development process
The background art, character art, and music in this game were created with the assistance of generative AI tools. The story and narrative text were written by humans.
Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored.
Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use. AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
steam store page logo and cover art made with ai tools
This game uses generative AI to create visual art assets (plants, scenery, animals, UI, etc.) during development. In-game, the cat companion's chat dialogue is generated in real time by a local AI model that runs entirely offline on the player's device; no player input is sent to any external service.
Generative AI tools were used during development to create concept art before being updated with art from human artist(s).
As a small indie studio, we set out to bring as many of our ideas to life as possible and deliver a deep gaming experience. To turn these ambitions into reality, we utilized AI as an assistant tool. Neural networks helped us write code, create some of the art, and voice the characters. However, the entire creative concept, the design of the interactive diary, the shadow theater sequence, and the overall atmosphere of the project are completely the result of our human imagination and direction.
The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI.
Musics only.
It has been used in the store page images and achievement images.
I'm a solo developer; AI was used during development to translate the game into various languages.
Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running. Items that may be generated: Illustrated art. UI/Interfaces Icon Sets Sounds and Music Dialogue, case briefings, case content, and interface copy
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.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI.
AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation.
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.
Some of the game's art, including character illustrations and environments, was created using AI.
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.
Generative AI tools were used during development to create base 3D assets and some store images. The menu artwork, along with all design, direction, scene construction, lighting, and writing, is my own. Dusky's Nook does not generate any content while you play and never connects to external AI services.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
This game utilizes AI generated textures.
Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay.
Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing.
Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time.
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).
During the creation of some visual assets and music, we used software based on artificial intelligence, followed by manual processing and editing.
Artificial intelligence was utilized in the programming phase of development. All other game content, including art, audio, and design, was created entirely by human effort.
AI was used solely to edit and partially rewrite the original texts, as well as for the English localization.
AI Generated Content Disclosure The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay. Music: The in-game music was produced using Suno, an AI music-generation tool. Art: Some visual assets were created with the assistance of AI image-generation tools. Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging. All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay.
AI was used to create store page assets, promotional images.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pactum In-game content art | Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer. | NoMiStudio | - | Aug 22, 2026 | |
可以看看你的...植物嘛? In-game content artaudio | We use AI to generate plants reference and some of the sound effects, then we polish and animate them in Photoshop and Spine to get formal assets | mindora games | - | Aug 22, 2026 | |
Random Mix In-game content textart | Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved. | InternalErrorX | - | Aug 22, 2026 | |
Capicú Dev only code | AI was only used to generate scripts and coding for this game. | Esthefania Morantes | - | Aug 22, 2026 | |
Ebru Artist Simulator In-game content art | Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release. | Stillwater Studio | - | Aug 22, 2026 | |
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
Pickup Station Simulator In-game content art | Artificial intelligence was used to aim the creation of the game's certain art assets. | BlazinFinity | - | Aug 22, 2026 | |
Dinonid In-game content text | English Localisation | Inclusive Gaming GmbH | - | Aug 22, 2026 | |
Kyndykan In-game content artcode | This game contains content created with the help of generative AI tools. Specifically: some illustrations, including artwork used in the Steam capsule images, and some secondary environment props were produced with AI assistance and then edited and finalized by our team. AI tools were also used during pre-production for idea generation and concept art, and as a coding assistant during development. All core art, characters, level design, and writing are created by humans. The game does not contain live-generated AI content. | iLii Games | - | Aug 21, 2026 | |
Kitty Needs A Home! In-game content artaudio | In the game, AI was used to create: character art, music, and some sounds | VIBELUTELY GAMES | - | Aug 20, 2026 | |
Thirty Days with My First Love Sister In-game content artaudio | All in-game video footage (including characters, scenes, cutscenes,music) is generated using AI tools.
Dialogue writing, choice design, stat system, UI design, programming are hand-crafted by the development team. | lucky_tree_dev | - | Aug 20, 2026 | |
Carriers Together In-game content text | This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound. | HooTootyGames | - | Aug 20, 2026 | |
ReMasterOfGame In-game content text | The game's text localization was created using artificial intelligence. | Semenova Alena | - | Aug 20, 2026 | |
Poggers' Revenge! In-game content art | Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface). | ZaxtorGameS | - | Aug 20, 2026 | |
Wandering Bard In-game content arttextaudio | Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play. | Fossil Studios | - | Aug 20, 2026 | |
Pet Rock Workshop Dev only | AI was used to speed up the development process | Onknee Games | - | Aug 20, 2026 | |
三天 Three Days In-game content artaudiotext | The background art, character art, and music in this game were created with the assistance of generative AI tools. The story and narrative text were written by humans. | FAN | - | Aug 20, 2026 | |
灯守 In-game content art | Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored. | Uesho Co., Ltd. | - | Aug 20, 2026 | |
Summer of Singing Insects Store/marketing art | Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content. | TIANBODA | - | Aug 20, 2026 | |
HoloCozy In-game content codearttext | This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players. | Ninth Games | - | Aug 20, 2026 | |
Sad Virus Tokyo Store/marketing art | steam store page logo and cover art made with ai tools | Valkeala Software | - | Aug 20, 2026 | |
我的窗台花园(My Windowsill Garden) Live AI arttext | This game uses generative AI to create visual art assets (plants, scenery, animals, UI, etc.) during development. In-game, the cat companion's chat dialogue is generated in real time by a local AI model that runs entirely offline on the player's device; no player input is sent to any external service. | 咸鱼自在工作室 | - | Aug 20, 2026 | |
Tintle's Great Colorful Adventure Dev only art | Generative AI tools were used during development to create concept art before being updated with art from human artist(s). | Midnight Pounce Studios | - | Aug 20, 2026 | |
The Unfinished In-game content artaudiocode | As a small indie studio, we set out to bring as many of our ideas to life as possible and deliver a deep gaming experience. To turn these ambitions into reality, we utilized AI as an assistant tool. Neural networks helped us write code, create some of the art, and voice the characters. However, the entire creative concept, the design of the interactive diary, the shadow theater sequence, and the overall atmosphere of the project are completely the result of our human imagination and direction. | Nordpi LLC | - | Aug 20, 2026 | |
Monster Shop Simulator In-game content art | The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI. | For Fun Games | - | Aug 20, 2026 | |
Pachinko Farm In-game content audio | Musics only. | Witchcraft Entertainment | 58 | Aug 19, 2026 | |
Supermarket Empire Together Store/marketing art | It has been used in the store page images and achievement images. | cnsgames | - | Aug 19, 2026 | |
Incremental Space Sandbox In-game content text | I'm a solo developer; AI was used during development to translate the game into various languages. | StationOfThoughts | - | Aug 19, 2026 | |
Root Cause In-game content artaudiotext | Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running.
Items that may be generated:
Illustrated art.
UI/Interfaces
Icon Sets
Sounds and Music
Dialogue, case briefings, case content, and interface copy | Osaka Rock | - | 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 | |
Cosmo Corgis In-game content artaudiocode | Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested. | Bad Llama Studios | - | Aug 19, 2026 | |
Life of Pawn: Chocolate and Marshmallow In-game content audio | Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI. | BrokenTeaCups | - | Aug 19, 2026 | |
Magic Shop Chaos In-game content text | AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation. | Freewill Games | - | 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 | |
Cooking Crusade In-game content art | Some of the game's art, including character illustrations and environments, was created using AI. | toogaryn | - | 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 | |
Dusky's Nook Store/marketing art | Generative AI tools were used during development to create base 3D assets and some store images. The menu artwork, along with all design, direction, scene construction, lighting, and writing, is my own. Dusky's Nook does not generate any content while you play and never connects to external AI services. | Bellhound Studio | - | Aug 19, 2026 | |
Sea and Sundry In-game content text | The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made. | Ashen Hearth | - | Aug 19, 2026 | |
Pew Pew TD In-game content art | This game utilizes AI generated textures. | Duel Gaming | - | Aug 19, 2026 | |
DeskBloom In-game content art | Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay. | JIE LIN | - | Aug 17, 2026 | |
Two Years Later In-game content audiocode | Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing. | West Bridge Studio | - | Aug 17, 2026 | |
10 More Minutes In-game content art | Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time. | Glitch Mode | - | 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 | |
Her Last Wish In-game content artaudio | During the creation of some visual assets and music, we used software based on artificial intelligence, followed by manual processing and editing. | RSNova Studio | - | Aug 17, 2026 | |
DesktopMart Dev only code | Artificial intelligence was utilized in the programming phase of development. All other game content, including art, audio, and design, was created entirely by human effort. | CharSui | - | Aug 17, 2026 | |
Palianytsia In-game content text | AI was used solely to edit and partially rewrite the original texts, as well as for the English localization. | Khata | - | Aug 17, 2026 | |
LINK IT In-game content audioartcode | AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game. | HuntForge | - | Aug 16, 2026 | |
Moonhollow In-game content artaudio | Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay. | Questfinity | - | Aug 16, 2026 | |
Gas Station Simulator Store/marketing art | AI was used to create store page assets, promotional images. | TrianCat Studio | - | 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 |