We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
- Creator
- Hotgaze
- Reviews
- -
- Added
- Aug 8, 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.
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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We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
* Localization done with the help of generative AI
Key art for store page.
BattleDeck uses AI tools in the following areas: Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
some of the code for the game is AI generated, some backgrounds
I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so.
Generative AI was only used to assist with localization/translation. It was not used to create art, audio, or other game assets.
The artwork in this game (backgrounds, menu art, the still-life and landscape references used as puzzle targets, achievement medals, and store art) and the music were created with generative AI tools, then selected and adjusted by the developer before inclusion. No content is generated live during gameplay.
Generative AI tools were used during development to assist with some promotional artwork and written content. All AI-assisted material was reviewed and edited by the developer before inclusion. Apple Catcher does not use generative AI at runtime, and no content is generated during gameplay.
The layout of some graphics and one soundtrack.
Only images for steam Capsules
One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release. The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime.
Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay.
AI was used in parts of the character design.
Holiday Alliance uses generative AI to help produce character art, map backgrounds, and music/SFX. All game design, level design, balance, dialogue, and final art/audio selection were done by the developer, with every AI-generated asset reviewed and revised before inclusion.
Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay.
Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay.
This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime. - Music and sound effects (2 theme songs, in-game BGM, SFX): Suno - Graphics (character art, backgrounds, event CGs, store page images): OpenAI - Extra scenarios, concept and writing: OpenAI, Claude Code - English text (translation of the main story and extras): Claude Code, OpenAI - Game implementation (engine, game code): Claude Code
This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
NyanDrop uses AI tools in parts of its development process, including the creation of some of the pixel artwork used in the game and on the store page, the sound effects and music, and the writing and translation of text shown in the game and on the store page. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Some AI-generated images are used for in-game questions and were reviewed by the developer.
All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game.
Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
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.
Generative AI tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay.
Live-generated: Pixie's chat feature generates the pet's replies with a language model that ships inside the product and runs entirely on the player's own computer. There is no third-party AI service, no API key and no account of any kind; the feature makes no network requests at all and works with the machine fully offline. The model is Gemma 4 E2B, licensed under the Apache License 2.0 and redistributed with the notices required by that license. Pre-generated: written text in the product and on this store page — including the interface strings and their translations into the supported languages — was produced with the help of an AI writing assistant. All art, animation and characters are hand-made: every sprite is drawn at runtime by a parametric pixel renderer written for this project, with no generative AI involved at any stage. Camera and microphone input are processed entirely on-device (MediaPipe) and are never sent to any server.
This game was entirely generated using artificial intelligence tools, including all visual assets, audio, graphics, and code.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation. All content was reviewed and finalized by the developer. No generative AI is used during gameplay.
This game contains pre-generated AI-assisted illustrations and visual assets. All AI-assisted content has been reviewed, modified, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some Steam store, library, icon, and marketing images for this game were created with generative AI and then reviewed and edited for the dinosaur museum theme. The game does not use real-time generative AI during gameplay.
We used AI for visual assets.
Some visual assets in the game were created with the assistance of generative AI tools and then curated and edited by the developer: certain environment textures, the loading splash image, several 3D prop models, some UI icons, and store page artwork. All AI-assisted content is pre-rendered and shipped with the game — the game does not generate any content at runtime, and AI is not used in gameplay, chat, or any live systems.
The voice reading the quiz questions uses synthetic speech.
AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer.
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.
Pixellab was used to generate some art assets. Claude code was used for backend development.
Some music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured. All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime.
The game’s localization was primarily supported by AI tools, with human review where needed.
Generative AI tools were used during development to create visual assets and assist with game localization. All AI-generated or AI-assisted content was created before release. The game does not generate any content in real time during gameplay.
The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content
Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
This game uses generative AI for some background and minigame music tracks. Artwork, UI, gameplay systems, and written content were created without generative AI. No AI content is generated during gameplay.
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Purrtopia In-game content text | We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language. | Hotgaze | - | Aug 8, 2026 | |
A Wizard-Chess Tournament In-game content text | * Localization done with the help of generative AI | Stefan Badenhorst | - | Aug 8, 2026 | |
Retrobot: 2085 Store/marketing art | Key art for store page. | Supergonk | - | Aug 8, 2026 | |
BattleDeck In-game content artaudiocode | BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer. | 5Aces | - | Aug 8, 2026 | |
Muddi In-game content artcode | some of the code for the game is AI generated, some backgrounds | Morten N. Jensen | - | Aug 8, 2026 | |
Endzone Football In-game content audio | I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so. | Studio73 | - | Aug 8, 2026 | |
Bottle Cracks In-game content text | Generative AI was only used to assist with localization/translation.
It was not used to create art, audio, or other game assets. | Alunova Studios | - | Aug 8, 2026 | |
PIGMENT LAB In-game content artaudio | The artwork in this game (backgrounds, menu art, the still-life and landscape references used as puzzle targets, achievement medals, and store art) and the music were created with generative AI tools, then selected and adjusted by the developer before inclusion. No content is generated live during gameplay. | Q-Lab Games | - | Aug 7, 2026 | |
Apple Catcher In-game content arttext | Generative AI tools were used during development to assist with some promotional artwork and written content. All AI-assisted material was reviewed and edited by the developer before inclusion. Apple Catcher does not use generative AI at runtime, and no content is generated during gameplay. | RAM Interactive | - | Aug 7, 2026 | |
Architecture & Design Unclear artaudio | The layout of some graphics and one soundtrack. | Crispytecture Games | 13 | Aug 7, 2026 | |
The Highest School: Don’t Look Down Store/marketing art | Only images for steam Capsules | UnnamedCreators | - | Aug 7, 2026 | |
ONE MORE FISHING In-game content artaudiotext | One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping. | Linewake Studio | - | Aug 7, 2026 | |
Wildmark In-game content artaudiotext | Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | Aug 7, 2026 | |
Rot & Bloom In-game content art | Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime. | Loam | - | Aug 7, 2026 | |
アルティメット伝言ゲーム Store/marketing art | Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay. | oremosouomou | - | Aug 7, 2026 | |
TDM : Task Drill Maniac In-game content art | AI was used in parts of the character design. | ZETACORE INC. | - | Aug 7, 2026 | |
Holiday Alliance In-game content artaudio | Holiday Alliance uses generative AI to help produce character art, map backgrounds, and music/SFX. All game design, level design, balance, dialogue, and final art/audio selection were done by the developer, with every AI-generated asset reviewed and revised before inclusion. | Joyner Labs | - | Aug 7, 2026 | |
Bramble Guard Dev only art | Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay. | Bugged Games | - | Aug 7, 2026 | |
I Need to Fix My Dream Car (But I Work at a Junkyard) In-game content artaudio | Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman. | GameFactory | - | Aug 6, 2026 | |
Brawl Squad X: Battle Arena In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | 11 | Aug 6, 2026 | |
Salty In-game content art | Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay. | Garrack Gaming Studios | - | Aug 6, 2026 | |
ましゅまろトリガー! In-game content audioarttextcode | This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime.
- Music and sound effects (2 theme songs, in-game BGM, SFX): Suno
- Graphics (character art, backgrounds, event CGs, store page images): OpenAI
- Extra scenarios, concept and writing: OpenAI, Claude Code
- English text (translation of the main story and extras): Claude Code, OpenAI
- Game implementation (engine, game code): Claude Code | PLK Studio | - | Aug 5, 2026 | |
Murdercartel In-game content art | This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Marco van Pelt | - | Aug 5, 2026 | |
NyanDrop In-game content artaudiotext | NyanDrop uses AI tools in parts of its development process, including the creation of some of the pixel artwork used in the game and on the store page, the sound effects and music, and the writing and translation of text shown in the game and on the store page. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay. | SQOOL | - | Aug 5, 2026 | |
Tell, Draw, Guess In-game content art | Some AI-generated images are used for in-game questions and were reviewed by the developer. | SHJ Games | - | Aug 5, 2026 | |
The Callahan Curse In-game content artaudiotext | All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game. | Isaac Lundgren - Artist Composer | - | Aug 5, 2026 | |
Traffic Architect Store/marketing art | Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer. | Green Signal Games | - | Aug 5, 2026 | |
Sealcoating Simulator Dev only artcodetext | Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product. | Ace 87 Studios | - | Aug 5, 2026 | |
The Antler and Ale Inn 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 5, 2026 | |
Mana Boom In-game content codetext | Generative AI tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay. | PepaStar | - | Aug 5, 2026 | |
Pixie - Desktop Pet That Mirrors You Live AI text | Live-generated: Pixie's chat feature generates the pet's replies with a language model that ships inside the product and runs entirely on the player's own computer. There is no third-party AI service, no API key and no account of any kind; the feature makes no network requests at all and works with the machine fully offline. The model is Gemma 4 E2B, licensed under the Apache License 2.0 and redistributed with the notices required by that license.
Pre-generated: written text in the product and on this store page — including the interface strings and their translations into the supported languages — was produced with the help of an AI writing assistant.
All art, animation and characters are hand-made: every sprite is drawn at runtime by a parametric pixel renderer written for this project, with no generative AI involved at any stage.
Camera and microphone input are processed entirely on-device (MediaPipe) and are never sent to any server. | Abdullah Sanberk EKER | - | Aug 5, 2026 | |
FarmWings In-game content artaudiocode | This game was entirely generated using artificial intelligence tools, including all visual assets, audio, graphics, and code. | Vinteset Studios | - | Aug 5, 2026 | |
Moho-Moho DX In-game content artcode | This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay. | Factory Digital Entertainment | - | Aug 5, 2026 | |
WORD SHIFT In-game content art | This game contains pre-generated AI-assisted illustrations and visual assets. All AI-assisted content has been reviewed, modified, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Hyu-suke Games | - | Aug 5, 2026 | |
Museum of Lost Dinosaurs In-game content art | Some Steam store, library, icon, and marketing images for this game were created with generative AI and then reviewed and edited for the dinosaur museum theme. The game does not use real-time generative AI during gameplay. | Museum of Lost Dinosaurs Studio | - | Aug 5, 2026 | |
Connections In-game content art | We used AI for visual assets. | Drective Interactive | - | Aug 5, 2026 | |
Onigokko In-game content art | Some visual assets in the game were created with the assistance of generative AI tools and then curated and edited by the developer: certain environment textures, the loading splash image, several 3D prop models, some UI icons, and store page artwork. All AI-assisted content is pre-rendered and shipped with the game — the game does not generate any content at runtime, and AI is not used in gameplay, chat, or any live systems. | GAMEBORN | - | Aug 5, 2026 | |
日本一周漢字の旅 In-game content audio | The voice reading the quiz questions uses synthetic speech. | G-MODE | - | Aug 5, 2026 | |
Just Another Animal Dev only code | AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer. | ronorg | - | Aug 4, 2026 | |
Bagatto 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 4, 2026 | |
Little Lua & The Lost Six In-game content artcode | Pixellab was used to generate some art assets. Claude code was used for backend development. | Brett Patsky | - | Aug 4, 2026 | |
Kuaiban!! Magical Girl In-game content artaudio | Some music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured.
All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime. | Sounds Good Studio | - | Aug 4, 2026 | |
Lifelines In-game content text | The game’s localization was primarily supported by AI tools, with human review where needed. | ToKa Games | - | Aug 4, 2026 | |
Father Forgets In-game content arttext | Generative AI tools were used during development to create visual assets and assist with game localization. All AI-generated or AI-assisted content was created before release. The game does not generate any content in real time during gameplay. | Worlds In Portal | - | Aug 4, 2026 | |
Gold Up Store/marketing text | The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content | ASHVEIL Games | - | Aug 4, 2026 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Avalon Jewels 3 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | AnaWiki Games | - | Aug 2, 2026 | |
Substance Lab In-game content audio | This game uses generative AI for some background and minigame music tracks. Artwork, UI, gameplay systems, and written content were created without generative AI. No AI content is generated during gameplay. | PhaseOutLimit | - | Aug 2, 2026 | |
Bible Quiz Trivia - Do you know your Bible? In-game content textart | Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets. | Cray8eve Games | - | Aug 2, 2026 | |
GO or STOP In-game content arttextcode | Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | lee09lee26 | - | Aug 2, 2026 |