AI is used only for translation.
- Creator
- Opus Nine
- Reviews
- -
- Added
- Aug 26, 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.
AI is used only for translation.
Ages TD was made with the help of generative AI tools. All AI-generated content is pre-generated during development, reviewed and edited by the developer; nothing is generated live while you play. - Some 3D models and their textures (enemies, towers, props) — generated with Meshy, then edited and integrated by the developer. - Music — generated with Suno from prompts written by the developer. - Cutscene illustrations and store page artwork — created with AI image tools, then edited by the developer. - Parts of the in-game dialogue and hint texts — drafted with AI assistance and rewritten by the developer. There is no AI-generated voice acting in the game.
AI-assisted tools were used during development to help refine and polish text localization.
Use of AI-generated content: solely for visual design. Most of the visuals were created using a generative artificial intelligence.
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
The English translation of the store page was created using generative AI.
Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game. The English and Spanish text was machine-translated from the original Korean. Parts of the source code were written with an AI coding assistant, under the developer's direction and review. Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font. Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Parts of this game's content were created with generative AI tools: - 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer. - The English localization was AI-translated from the original Chinese text and then reviewed by the developer. - Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant. - Some store page and marketing artwork was produced with AI image tools. All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
"The help of an AI assistant has been used during the entire development process, including for content such as sound and localization."
Graphic material for the end screen and cover.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
AI is used only as a supportive tool to upscale and refine specific background and environment art derived from our own 3D assets.
Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text.
AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime.
Some visual and audio content was created using AI.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
Some generated 3D Models, Voice Overs
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Generative A.I. was used to create some artwork for the Game.
The capsule art and some sfx were generated by AI.
Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
AI is used lightly for certain UI elements and other development workflows.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing.
AI is used for placeholder and interim assets only. Nothing is generated while you play.
Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
Some of the artwork in The Dawn Forge — the item, building, unit and boss illustrations — and the spoken narration lines were created using AI image and voice tools, working from the developer's own art direction and scripts, and then composed and edited by hand. Nothing is generated while you play: the game runs entirely offline and never contacts an AI service.
Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay.
Coding assistance is used for developing the game. Building automation test suites and creating support tools.
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).
Some assets have been generated using AI
Marketing and assets.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay.
Generative AI tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build. Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu. This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay.
AI was used in development of the game
This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
As a solo indie developer, I'm a programmer rather than a designer, so AI was used to assist with layout creation while I focused on building the core of the game.
This game was developed with help from an AI assistant under human direction and review. No content is AI-generated while the game is running.
Generative AI was used to create portions of music, icon art, and some textures.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Just One Bite In-game content text | AI is used only for translation. | Opus Nine | - | Aug 26, 2026 | |
Ages TD In-game content artaudiotext | Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game. | FMJ Games | - | Aug 25, 2026 | |
Fall of the Void In-game content text | AI-assisted tools were used during development to help refine and polish text localization. | JoeCat | - | Aug 25, 2026 | |
Cat a Loop In-game content art | Use of AI-generated content: solely for visual design. Most of the visuals were created using a generative artificial intelligence. | Kitten Purradise Studios | - | Aug 25, 2026 | |
Card Revolution Soccer In-game content artaudio | Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game. | LetsPlaymaker Productions | - | Aug 25, 2026 | |
BATTLE MEATING In-game content text | The English translation of the store page was created using generative AI. | 00SY0U | - | Aug 25, 2026 | |
LINER/TRACER In-game content text | Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans. | いいいい | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Conehead : Earth Zero Dev only code | AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer. | Hakan Akdağ | - | Aug 25, 2026 | |
TunaSweeper In-game content artaudiotext | This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI. | devTuna | - | Aug 25, 2026 | |
Underkeep In-game content arttextcode | Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime. | chris lee | - | Aug 25, 2026 | |
Roll and Hold In-game content arttext | Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated. | Kai Games | - | Aug 25, 2026 | |
Piano Warrior In-game content audiotext | "The help of an AI assistant has been used during the entire development process, including for content such as sound and localization." | Leonid Cebotari | - | Aug 25, 2026 | |
TORO 2 Store/marketing art | Graphic material for the end screen and cover. | Recotechnology SL | - | Aug 25, 2026 | |
Blackbeam In-game content art | Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Elmiva Games | - | Aug 25, 2026 | |
Rad New World In-game content art | AI is used only as a supportive tool to upscale and refine specific background and environment art derived from our own 3D assets. | frontline: Games Series | - | Aug 25, 2026 | |
My Little Golf Dev only text | Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text. | Inchanters | - | Aug 25, 2026 | |
TON Wars Store/marketing art | AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime. | Basalt Interactive OÜ | - | Aug 25, 2026 | |
Blova Unclear artaudio | Some visual and audio content was created using AI. | Emberloom Games | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Route Survivors: 1999 Store/marketing art | Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay. | Black Tortoise Studio | - | Aug 25, 2026 | |
Centauri B In-game content art | Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay. | Vinribs Games | - | Aug 25, 2026 | |
Bang Howdy! In-game content artaudio | Some generated 3D Models, Voice Overs | Affliction Networks | 124 | Aug 24, 2026 | |
Waveguard In-game content arttext | Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion. | DLD Games | - | Aug 24, 2026 | |
Seam Walker In-game content art | Generative A.I. was used to create some artwork for the Game. | Infinite Mana | - | Aug 24, 2026 | |
Hivekeepers In-game content artaudio | The capsule art and some sfx were generated by AI. | MNXC Games | - | Aug 24, 2026 | |
Bloom Busters In-game content text | Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay. | UBrothers | - | Aug 24, 2026 | |
AMazing TD Store/marketing text | Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included. | Go4 Entertainment | 74 | Aug 24, 2026 | |
Missionaut: Demo Dev only | AI is used lightly for certain UI elements and other development workflows. | GGTHXBYE LLC | - | Aug 24, 2026 | |
Crystal Keeper In-game content artaudio | Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Aug 24, 2026 | |
Neon Horde In-game content text | Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source. | Guilherme Henrique Amorin | - | Aug 24, 2026 | |
TDG: Tower Defense In-game content art | Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing. | Rubbleline Games | - | Aug 23, 2026 | |
Quantum Covenant Dev only art | AI is used for placeholder and interim assets only. Nothing is generated while you play. | Martyr Games Inc. | - | Aug 23, 2026 | |
Tiny Banners Dev only code | Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic. | Gergatory Games | - | Aug 23, 2026 | |
Enhance Defence In-game content text | During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency. | jewelint | - | Aug 23, 2026 | |
Villagers and Heroes In-game content arttext | We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community. | Mad Otter Games | 1.7k | Aug 23, 2026 | |
The Dawn Forge In-game content artaudio | Some of the artwork in The Dawn Forge — the item, building, unit and boss illustrations — and the spoken narration lines were created using AI image and voice tools, working from the developer's own art direction and scripts, and then composed and edited by hand. Nothing is generated while you play: the game runs entirely offline and never contacts an AI service. | Carlos | - | Aug 23, 2026 | |
TapTrapGrow Store/marketing codearttext | Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay. | Cartoon Rocket Games | - | Aug 23, 2026 | |
Praxion-7 Dev only code | Coding assistance is used for developing the game. Building automation test suites and creating support tools. | Virtual Dimensions | - | Aug 23, 2026 | |
Poggers 2 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 23, 2026 | |
Chaos Chess Unclear | Some assets have been generated using AI | Dark Keep Studios | - | Aug 23, 2026 | |
Roads of Da Vinci: In Search of Origins Unclear | Marketing and assets. | 8floor ltd | - | Aug 23, 2026 | |
Deckalypse In-game content art | A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built. | Jazzoid Studios | - | Aug 23, 2026 | |
Checkmate Kingdoms: Ancient Origin In-game content art | Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay. | SAMWOO STUDIO | - | Aug 23, 2026 | |
Weed Shop 4: Highland In-game content artaudio | Generative AI tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build.
Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu.
This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay. | Weed Games | 196 | Aug 23, 2026 | |
UNDERSTAR: Dig Below, Rise Above Unclear | AI was used in development of the game | Nextgenrun games | - | Aug 22, 2026 | |
GRIDLOCK GAMBIT In-game content audioarttext | This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer. | Yossy | - | Aug 22, 2026 | |
Empire Eleven 2026 In-game content art | As a solo indie developer, I'm a programmer rather than a designer, so AI was used to assist with layout creation while I focused on building the core of the game. | NextStation Games | - | Aug 22, 2026 | |
BORE Dev only | This game was developed with help from an AI assistant under human direction and review. No content is AI-generated while the game is running. | BavelGG | - | Aug 22, 2026 | |
Larina In-game content audioart | Generative AI was used to create portions of music, icon art, and some textures. | Stefan Pulfer | - | Aug 22, 2026 |