Portions of the art assets and code utilize AI-generated content.
- Creator
- Angry Eggplant
- Reviews
- -
- Added
- Jun 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.
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.
Portions of the art assets and code utilize AI-generated content.
Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements.
RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools. All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay.
Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer.
Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI.
ai assisted programming and level testing
Uses some AI for some assests, and throughout the development processes.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay.
AI-assisted tools were used to help create some sound effects used in the game.
The game to contain art assets and achievement art assets generated by artificial intelligence
Some background images and item images are AI-assisted.
Backgrounds and Icon created by AI.
Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime.
AI tools were used only for creating promotional visual materials.
Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
This game was developed with the assistance of an AI language model, including store page content, level design, in-game descriptions, code, and game mechanics. All creative direction and final decisions were made by the developer.
Some artworks and music are created by first using AI generation and then further artistic refinement.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer.
The following aspects of this game's development were assisted by AI tools: • Code architecture planning and refactoring suggestions • Debugging assistance • Localization (English / Simplified Chinese / Japanese / and other supported languages) • Initial drafts of select art assets • Background music generation (SUNO) All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
AI was partially utilized in the development of the game's code and localized text.
Some of the art assets and background music in this game were generated using artificial intelligence technology.
AI was used to help create elements of the game and the store page.
When creating the interface, I used AI (all kinds of buttons, icons)
Just like with minesweeper I needed to consult the AI overlords to learn code
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English.
AI was used ONLY to: - Create the soundtrack - Help with repetitive coding tasks
The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
AI was used to voice the text in the game.
Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team.
Used as placeholders (Cinematics, music & some soundfx.)
Translated by AI to several languages. Simple cards and UI are generated by AI too.
Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer. Some assets may be replaced or redrawn in future versions during development. Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer. This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project.
Store Page Localization
The soundtrack and sound effects were made using AI tools, then edited and mixed by hand to fit the game. Localization for non-English languages was AI-translated.
Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay.
This game was developed with the help of AI.
Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation.
Some visual assets and minor content elements were created with the assistance of AI tools and refined by the developer.
Foundation Typer uses generative AI-assisted artwork, voice, and cinematic media elements for certain visual and promotional content, including portions of trailers, character presentation, and store assets. All gameplay systems, lesson structure, progression design, typing mechanics, interface functionality, and core training content were created and assembled as part of the game's original development.
Proofreading in-game description
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI.
The capsule images were initially created by hand, then enhanced using AI tools, and finally refined and finalized manually.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ace Expedition In-game content artcode | Portions of the art assets and code utilize AI-generated content. | Angry Eggplant | - | Jun 8, 2026 | |
DeepSeaIdle: Infinity Abyss In-game content audio | Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements. | HIGHKICKSTUDIO | - | Jun 8, 2026 | |
RAX In-game content audiotextart | RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools.
All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay. | leegons | - | Jun 8, 2026 | |
Penguin Weapons In-game content artaudio | Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer. | UNIQAZI | - | Jun 7, 2026 | |
Scared Numbers In-game content text | Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI. | vsaik | - | Jun 6, 2026 | |
Funge Dev only code | ai assisted programming and level testing | NoodleStorm | - | Jun 6, 2026 | |
Depths Unclear | Uses some AI for some assests, and throughout the development processes. | Depths Development Studio | - | Jun 5, 2026 | |
Antistatic In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output. | bluehexagons | - | Jun 5, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
PokerVersity: Challenge In-game content audio | AI-assisted tools were used to help create some sound effects used in the game. | PokerVersity | - | Jun 4, 2026 | |
DreamRace In-game content art | The game to contain art assets and achievement art assets generated by artificial intelligence | Racedev | 12 | Jun 4, 2026 | |
Concerto on White: Bass Hero In-game content art | Some background images and item images are AI-assisted. | C11 Games | - | Jun 4, 2026 | |
Wild Climbers Peak Panic In-game content art | Backgrounds and Icon created by AI. | DeepFra | - | Jun 3, 2026 | |
CYCLES Store/marketing art | Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime. | argakiig | - | Jun 3, 2026 | |
Blockmind Store/marketing art | AI tools were used only for creating promotional visual materials. | Quacky Games | 142 | Jun 3, 2026 | |
Crown Tactics In-game content text | Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text. | OfficeLabs Studios | - | Jun 3, 2026 | |
Incense Nook In-game content arttext | This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay. | Zero.One | - | Jun 3, 2026 | |
The Moment of Panic Live AI textart | The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime. | Badinc, LLC | - | Jun 3, 2026 | |
Hexilibrium In-game content textcode | This game was developed with the assistance of an AI language model, including store page content, level design, in-game descriptions, code, and game mechanics. All creative direction and final decisions were made by the developer. | kvasnyk | - | Jun 3, 2026 | |
Merge Hidden 合成寻物 In-game content artaudio | Some artworks and music are created by first using AI generation and then further artistic refinement. | Happy Fish | - | Jun 3, 2026 | |
Random Horse Derby In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 3, 2026 | |
BlissFlow In-game content artaudiotextcode | AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer. | Flownautic | - | Jun 3, 2026 | |
Friendly Fire In-game content codetextaudioart | The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer. | HuntForge | - | Jun 3, 2026 | |
Square Computer In-game content text | AI was partially utilized in the development of the game's code and localized text. | Odd Games | - | Jun 3, 2026 | |
软件产业大亨 Software Industry Tycoon In-game content artaudio | Some of the art assets and background music in this game were generated using artificial intelligence technology. | Polarix Era Studio | - | Jun 3, 2026 | |
Dechamel Chess Store/marketing | AI was used to help create elements of the game and the store page. | Grgo Mariani | - | Jun 3, 2026 | |
Another Tavern Simulator In-game content art | When creating the interface, I used AI (all kinds of buttons, icons) | Artem Gorbunov | - | Jun 3, 2026 | |
Sudoku: Unlimited Expansion Dev only code | Just like with minesweeper I needed to consult the AI overlords to learn code | Hugh | - | Jun 3, 2026 | |
Saw Rush In-game content artcode | Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements. | KBINDIE | - | Jun 3, 2026 | |
Land and Castles In-game content text | Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English. | Anmoco | - | Jun 3, 2026 | |
Space Invasion Infinite In-game content audiocode | AI was used ONLY to:
- Create the soundtrack
- Help with repetitive coding tasks | Michael Andi | - | Jun 3, 2026 | |
EClone Station In-game content audioart | The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools. | EClone Games | - | Jun 3, 2026 | |
On the Green: Endless Golf In-game content artaudiocode | I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration. | Jamopolis | - | Jun 3, 2026 | |
Liminal Agent In-game content audio | AI was used to voice the text in the game. | Gvn Games | - | Jun 3, 2026 | |
OmNomNom In-game content art | Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team. | Echo Titan | - | Jun 3, 2026 | |
Cubic Haikus: Hikikomori In-game content artaudio | Used as placeholders (Cinematics, music & some soundfx.) | JOOKITOOZ | - | Jun 3, 2026 | |
Autobus - The Card Game In-game content textart | Translated by AI to several languages. Simple cards and UI are generated by AI too. | Jan Kuta | - | Jun 3, 2026 | |
她在烟花中消失的夜晚 In-game content art | Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer.
Some assets may be replaced or redrawn in future versions during development.
Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer.
This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project. | 心室二 | - | Jun 3, 2026 | |
Don't go to the bathroom In-game content text | Store Page
Localization | Beru Games | - | Jun 3, 2026 | |
Circuit Keep In-game content audiotext | The soundtrack and sound effects were made using AI tools, then edited and mixed by hand to fit the game. Localization for non-English languages was AI-translated. | Lambda 7 Tech LLC | - | Jun 3, 2026 | |
Sudoku Infinity Store/marketing text | Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay. | DBH Games | - | Jun 3, 2026 | |
ELEMENTAL RUN Unclear | This game was developed with the help of AI. | Ares | - | Jun 3, 2026 | |
OIL.EXE In-game content arttext | Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation. | Subroutine Gaming | 13 | Jun 3, 2026 | |
Potato Dominion Clicker In-game content arttext | Some visual assets and minor content elements were created with the assistance of AI tools and refined by the developer. | LoopCraft Games | - | Jun 3, 2026 | |
Foundation Typer In-game content artaudio | Foundation Typer uses generative AI-assisted artwork, voice, and cinematic media elements for certain visual and promotional content, including portions of trailers, character presentation, and store assets. All gameplay systems, lesson structure, progression design, typing mechanics, interface functionality, and core training content were created and assembled as part of the game's original development. | Bladevampirek | - | Jun 3, 2026 | |
Cultist In-game content text | Proofreading in-game description | Stagman | - | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Far Mining In-game content text | The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans. | LostVolBytes | 138 | Jun 3, 2026 | |
MEMORY DEALER In-game content text | All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI. | interactgamestudio | - | Jun 3, 2026 | |
Discremental Store/marketing art | The capsule images were initially created by hand, then enhanced using AI tools, and finally refined and finalized manually. | Elite Gorgon Games | - | Jun 3, 2026 |