Some animations and effects use AI
- Creator
- 重黎游戏
- Reviews
- -
- Added
- Jun 28, 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.
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Some animations and effects use AI
I've used ai generators for icons and logos. All coding, animations and modelling has been done by me.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
During development, we used generative AI tools to assist in creating certain game content. This includes using AI to generate base concepts and visual assets for specific in-game items or backgrounds (which were subsequently refined manually), as well as using AI for multilingual localization and text polishing.
This game does not utilize real-time AI-generated content output. In accordance with Steam guidelines, only pre-created and verified content is used. To improve development efficiency and quality, AI-generated technology is used supplementarily in the following applications: Program code support: Code refactoring, review, and code completion Text translation: English translation support Graphic asset creation: Base generation of some visuals such as potions, crafting ingredients, and background images Furthermore, all of this content is manually reviewed and edited (added or modified); no unprocessed AI-generated content is used.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
Art assets in this game are partially created with AI technology to improve the overall player experience.
Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts.
Some assets *may* be AI. These assets were secured from a third party and I cannot confirm this, but if that's the kind of thing that bothers you, you may want to steer clear.
AI was used to assist with programming and Steam page translations are currently AI-generated.
"Some promotional illustrations on the store page and the main menu background artwork were created using generative AI tools."
AI was used as an assistive tool for creating specific texture patterns, supporting code development, and producing videos for the game. All generated content was manually reviewed, edited, and refined by our team. As a small independent game studio, we use AI to support our creative workflow. All final content was created and approved by our team.
Pre-generated content (Pre-Generated) During the development of this game, AI tools were used to assist in the creation of the following pre-generated content: Code assistance: Some game logic codes are written and debugged with the help of AI. All the codes have been reviewed and tested by humans. Localization and store copy: The English translation and Steam store page copy were initially drafted with the assistance of AI, and then reviewed and refined by the developers. Real-time Generated Content (Live-Generated) This game does not contain any real-time AI-generated content during its operation. All game graphics, text, and numerical values are pre-set content or determined through player actions in a deterministic manner, and no generative AI interfaces are invoked.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated): Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
Some assets are generated by Meshy.ai
This game contains pre-generated AI-generated and AI-assisted visual content. Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials. All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players. The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files.
Generative AI was used to assist with sound design and localization.
AI was used to help find bugs, create some art, music, and game content. The game itself was designed and made by humans.
This game utilizes generative AI for certain 2D illustrations, backgrounds, and portions of written content. All AI-assisted content was manually reviewed, edited, and refined by the developer to ensure consistency with the game's artistic vision, narrative, and gameplay. No live or real-time AI generation occurs during gameplay.
- Some achievement icons were created with the help of AI tools - Some localizations were AI-assisted and reviewed by native speakers
AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay.
By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline: - 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand. - Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us. - Localization — translations are drafted with AI assistance and reviewed before release. All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed.
Yes, some store assets(logos) are made with AI
FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
to generate some of the equipment icons for the demo
Hey everyone! I’m incredibly excited to finally bring this factory game to Steam. To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation. Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code.
AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists.
Some environmental assets and 3D models in EvoX were created with the assistance of AI generation tools during development.
Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer.
Background and Logo created by ai.
Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay.
Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself.
I use AI-generated images for in-game icons. Among other things, the game logo was also created by an AI.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
Some in-game icons and textures were initially generated using AI tools and subsequently modified and refined by the development team.
AI used for some inventory items and for images on the game's store page, and edited with a graphics editor.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
Some 2D visual assets in Orbsmith — including item icons, enemy artwork, environment backgrounds, UI elements, and store page imagery — were created using generative AI tools as part of an iterative pipeline involving custom prompts, human curation, and post-processing in Photoshop. All gameplay code, game design, mechanics, balancing, item systems, and audio are created by the developer without generative AI. No AI content is generated live during gameplay. All assets are static and shipped with the build.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
Used artificial intelligence for localization translation
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Graphics and game code partially AI generated
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
During development, Some images we're made from AI assistance tools and later refined.
Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer.
Some Image Asset are AI-generated.
A few minor environmental assets such as some small stones were AI-generated as drafts and fully edited manually. No runtime AI content in-game.
Generative AI were used to assist in the creation of assets, and artwork. All generated content was reviewed and modified by the developers before inclusion in the final game.
AI was used to generate the voices, while LLM translators were employed for the language translations.
Game music and some texture materials are created with AI assistance
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
灰界年代记 In-game content art | Some animations and effects use AI | 重黎游戏 | - | Jun 28, 2026 | |
StellarForge In-game content art | I've used ai generators for icons and logos. All coding, animations and modelling has been done by me. | Justin Hellman | - | Jun 28, 2026 | |
Noctus Quarry In-game content audioart | We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio. | Molten Shard Games | - | Jun 28, 2026 | |
Robot In Kitchen In-game content arttext | During development, we used generative AI tools to assist in creating certain game content. This includes using AI to generate base concepts and visual assets for specific in-game items or backgrounds (which were subsequently refined manually), as well as using AI for multilingual localization and text polishing. | MA HAN | - | Jun 28, 2026 | |
Miriam's Potion Journal In-game content arttextcode | This game does not utilize real-time AI-generated content output. In accordance with Steam guidelines, only pre-created and verified content is used.
To improve development efficiency and quality, AI-generated technology is used supplementarily in the following applications:
Program code support: Code refactoring, review, and code completion
Text translation: English translation support
Graphic asset creation: Base generation of some visuals such as potions, crafting ingredients, and background images
Furthermore, all of this content is manually reviewed and edited (added or modified); no unprocessed AI-generated content is used. | Reo | - | Jun 28, 2026 | |
Diggems In-game content art | Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game. | Purgehold | - | Jun 28, 2026 | |
Palm Farm: Idle Crops In-game content art | Art assets in this game are partially created with AI technology to improve the overall player experience. | Fantasy Tree | - | Jun 28, 2026 | |
Deepbound Store/marketing art | Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts. | KanKan Studios | - | Jun 28, 2026 | |
Null Horizon Unclear | Some assets *may* be AI. These assets were secured from a third party and I cannot confirm this, but if that's the kind of thing that bothers you, you may want to steer clear. | HopefullyHeroic | 20 | Jun 28, 2026 | |
Magnetic Catch Store/marketing text | AI was used to assist with programming and Steam page translations are currently AI-generated. | gameandcode | - | Jun 28, 2026 | |
Caravan Village: Farming Life Store/marketing art | "Some promotional illustrations on the store page and the main menu background artwork were created using generative AI tools." | Corvantia Interactive | 12 | Jun 28, 2026 | |
Retro Arcade Shop Simulator In-game content artcode | AI was used as an assistive tool for creating specific texture patterns, supporting code development, and producing videos for the game. All generated content was manually reviewed, edited, and refined by our team.
As a small independent game studio, we use AI to support our creative workflow. All final content was created and approved by our team. | Alt Tab Game | - | Jun 28, 2026 | |
叹观止的古修模拟器 In-game content codetext | Pre-generated content (Pre-Generated)
During the development of this game, AI tools were used to assist in the creation of the following pre-generated content:
Code assistance: Some game logic codes are written and debugged with the help of AI. All the codes have been reviewed and tested by humans.
Localization and store copy: The English translation and Steam store page copy were initially drafted with the assistance of AI, and then reviewed and refined by the developers.
Real-time Generated Content (Live-Generated)
This game does not contain any real-time AI-generated content during its operation. All game graphics, text, and numerical values are pre-set content or determined through player actions in a deterministic manner, and no generative AI interfaces are invoked. | DUAN ZHIMING | - | Jun 28, 2026 | |
GodWright In-game content text | Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated. | Jace Sleeman | - | Jun 27, 2026 | |
Trenite Engineer In-game content art | Some assets are generated by Meshy.ai | Gryzly22 | - | Jun 27, 2026 | |
PetCraft In-game content art | This game contains pre-generated AI-generated and AI-assisted visual content.
Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials.
All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players.
The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files. | BlueMonkey Studio | - | Jun 27, 2026 | |
HollowCity:EscapeFromSeoul In-game content audiotext | Generative AI was used to assist with sound design and localization. | StudioHeorang | - | Jun 27, 2026 | |
Upgradia In-game content artaudio | AI was used to help find bugs, create some art, music, and game content.
The game itself was designed and made by humans. | Mytharia | 29 | Jun 27, 2026 | |
Ghost Receipt In-game content arttext | This game utilizes generative AI for certain 2D illustrations, backgrounds, and portions of written content. All AI-assisted content was manually reviewed, edited, and refined by the developer to ensure consistency with the game's artistic vision, narrative, and gameplay. No live or real-time AI generation occurs during gameplay. | Kistler Studios | - | Jun 27, 2026 | |
Survival Machine In-game content arttext | - Some achievement icons were created with the help of AI tools
- Some localizations were AI-assisted and reviewed by native speakers | Grape Pickers | 663 | Jun 27, 2026 | |
Tea Heaven In-game content artcode | AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay. | gold treasure | - | Jun 27, 2026 | |
By My Side In-game content artaudiotext | By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline:
- 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand.
- Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us.
- Localization — translations are drafted with AI assistance and reviewed before release.
All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed. | OverLKD Studio | - | Jun 27, 2026 | |
GEL RUN Store/marketing art | Yes, some store assets(logos) are made with AI | Kaloyan Stoyanov | - | Jun 27, 2026 | |
FLOWORKS In-game content artaudiocode | FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio).
The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
Leach In-game content art | to generate some of the equipment icons for the demo | Backwater Studio | - | Jun 27, 2026 | |
FACTORY I Dev only code | Hey everyone! I’m incredibly excited to finally bring this factory game to Steam.
To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation.
Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code. | Studio H.D | - | Jun 27, 2026 | |
Deadclaim Dev only code | AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists. | 𝕾𝖍𝖊𝖗𝖕𝖆 | - | Jun 26, 2026 | |
EvoX In-game content art | Some environmental assets and 3D models in EvoX were created with the assistance of AI generation tools during development. | LoneHolm Studio | - | Jun 16, 2026 | |
Cosmic Frontiers Episode Zero: Crash on Xylos-7 Store/marketing art | Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer. | Sergeant Gunny Gaming | - | Jun 16, 2026 | |
Used Car Dealer Simulator Store/marketing art | Background and Logo created by ai. | Lotwise Games | - | Jun 16, 2026 | |
Way of the Wind In-game content arttext | Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay. | WastedWaffle | - | Jun 16, 2026 | |
The Adventure of Spyke Store/marketing art | Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself. | Riot Shield Games | - | Jun 16, 2026 | |
Terraform Manager Simulator In-game content art | I use AI-generated images for in-game icons. Among other things, the game logo was also created by an AI. | GameChangeKiller | - | Jun 15, 2026 | |
Alembix TCG In-game content art | We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material. | DFT Games Studios | - | Jun 15, 2026 | |
Frontier Legends In-game content art | Some in-game icons and textures were initially generated using AI tools and subsequently modified and refined by the development team. | Neojac Entertainment Inc. | 51 | Jun 15, 2026 | |
Last Breath Store/marketing art | AI used for some inventory items and for images on the game's store page, and edited with a graphics editor. | Mx | 43 | Jun 15, 2026 | |
Calmaria: Wild Growth In-game content arttext | Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players. | Ryzo Harbor | - | Jun 14, 2026 | |
Orbsmith art | Some 2D visual assets in Orbsmith — including item icons,
enemy artwork, environment backgrounds, UI elements, and
store page imagery — were created using generative AI tools
as part of an iterative pipeline involving custom prompts,
human curation, and post-processing in Photoshop.
All gameplay code, game design, mechanics, balancing, item
systems, and audio are created by the developer without
generative AI.
No AI content is generated live during gameplay. All assets
are static and shipped with the build. | Giroshima | - | Jun 14, 2026 | |
GobboQuestIdle In-game content art | Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator. | LarkeGames | - | Jun 13, 2026 | |
Silent Toll 寂静冥响365 In-game content text | Used artificial intelligence for localization translation | Gear Heart | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | Jun 12, 2026 | |
Hansa Forever In-game content art | Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay. | Oğuzcan Şirolu | - | Jun 12, 2026 | |
Grove of the Seven Stones In-game content art | During development, Some images we're made from AI assistance tools and later refined. | Mystic Dream Studio's | - | Jun 12, 2026 | |
Castaway: Lost Horizon Store/marketing textartcode | Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer. | Fortuna Lectiones | - | Jun 12, 2026 | |
Necrocyte In-game content art | Some Image Asset are AI-generated. | FloatSurvival | - | Jun 11, 2026 | |
Project: Roaring Citadel In-game content art | A few minor environmental assets such as some small stones were AI-generated as drafts and fully edited manually. No runtime AI content in-game. | Cyfall Studio | - | Jun 11, 2026 | |
Forteria In-game content art | Generative AI were used to assist in the creation of assets, and artwork. All generated content was reviewed and modified by the developers before inclusion in the final game. | Sleepy Compiler | - | Jun 11, 2026 | |
Zombus In-game content audiotext | AI was used to generate the voices, while LLM translators were employed for the language translations. | Gaia n' Games | - | Jun 11, 2026 | |
群岛:皇女转生 Islands: Princess Reincarnation In-game content audioart | Game music and some texture materials are created with AI assistance | MeowPass Games | - | Jun 11, 2026 |