The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
- Creator
- SimSam
- Reviews
- -
- Added
- Aug 22, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
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.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Artificial intelligence was used to aim the creation of the game's certain art assets.
Since we developed the game with two people and didn't have a budget, we created some models using artificial intelligence.
Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play.
Generative AI tools were used during development to create some pre-generated 2D visual assets, including 102 high-value loot icons. The outputs were selected, manually cleaned, cropped, edited, and reviewed before inclusion in the game. No content is generated during gameplay, and the game makes no runtime connection to external generative-AI services.
Assisting with code creation and review Creating background images
Development of this game uses AI coding agents. Some procedural shader code shipping in the game was written by coding agents following human-made designs. All designs, music, and art styles are created by humans. All in-game text is written or edited by a human before release; no generated text ships unreviewed. No AI content is generated at runtime.
Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below: · Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team. · Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand. · Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed and curated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Some pre-generated visual artwork used in Vitro: Bloodstream (including store artwork) was created with the assistance of generative AI tools and reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or to generate content at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay.
ChromaFlow was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
the code/image of game are mostly implemented by AI.
This title includes content created with the assistance of AI tools.
Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay.
Some visual assets were AI‑assisted, but all final in‑game art was fully artist‑redesigned, and certain marketing materials used limited AI support.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
- AI content is focused on code implementation, review, and optimization. - Game currently contains no audio, when implemented audio will be human made. - Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets) - All economic and management systems are developed by humans.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
A small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion.
Manifest uses AI for coding and improving prose for events.
steam store page logo and cover art made with ai tools
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
AI-generated content was used for some visual assets and headers in the game.
The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI.
Musics only.
Generative AI has been used for placeholder art. Some of it still remains, but it is being slowly replaced.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized. It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
I use AI to convert game screenshots into artwork for my store page, as well as my game splash screen. I create buttons with AI. I do not use AI inside of the gameplay itself.
AI was used for prototyping, asset generation and coding assistance.
Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services.
AI was used during development to help with visual and sound effects.
Background music and placeholder images
Some of the images in the game are AI generated
It has been used in the store page images and achievement images.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime. AI-generated: the title artwork, some background pieces like the sky. Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us. The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service. Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Some texts were translated using artificial intelligence.
Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay.
Pre-generated only. Nothing is generated live while the game runs, and the game makes no network calls of any kind. 2D card illustrations were produced with an AI image tool from hand-written art-direction prompts, then cropped, recoloured and composited by hand into the game's painted card frames. A small number of 3D prop meshes were produced with an image-to-3D model (Microsoft TRELLIS, MIT licensed) and edited before use; most world geometry is built procedurally in code rather than generated. Ambient beds and music were produced with an AI music tool against a fixed written spec (key of D, 72 BPM, fades in from silence, no climax) and are mixed and crossfaded by the game's own audio code. All code, game design, UI layout, in-game text and store text are human-authored. Some combat sound effects are CC0 samples from Freesound. No player data is sent to any AI service.
AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
Pickup Station Simulator In-game content art | Artificial intelligence was used to aim the creation of the game's certain art assets. | BlazinFinity | - | Aug 22, 2026 | |
Maria IV: A Cozy Botanical Sim In-game content art | Since we developed the game with two people and didn't have a budget, we created some models using artificial intelligence. | DoubleShot Games | - | Aug 22, 2026 | |
Football Agent In-game content arttext | Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play. | ATERO GAMES | - | Aug 22, 2026 | |
撤离公司 In-game content art | Generative AI tools were used during development to create some pre-generated 2D visual assets, including 102 high-value loot icons. The outputs were selected, manually cleaned, cropped, edited, and reviewed before inclusion in the game. No content is generated during gameplay, and the game makes no runtime connection to external generative-AI services. | drowsycatstudio | - | Aug 22, 2026 | |
PRIDEBLOOD -Born of Claws- In-game content artcode | Assisting with code creation and review
Creating background images | Studio JKMR | - | Aug 22, 2026 | |
Substrate: Emergence In-game content code | Development of this game uses AI coding agents. Some procedural shader code shipping in the game was written by coding agents following human-made designs. All designs, music, and art styles are created by humans. All in-game text is written or edited by a human before release; no generated text ships unreviewed. No AI content is generated at runtime. | Petri Dish Games LLC | - | Aug 22, 2026 | |
Idle Immortal Path Live AI arttext | Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below:
· Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team.
· Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand.
· Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines. | Hangzhou Binjiang Huan Yinfeng Network Technology Studio | - | Aug 22, 2026 | |
Total Futsal Manager In-game content art | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed and curated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services. | IAA Games | - | Aug 20, 2026 | |
Vitro: Bloodstream In-game content art | Some pre-generated visual artwork used in Vitro: Bloodstream (including store artwork) was created with the assistance of generative AI tools and reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or to generate content at runtime. | Drew VanWagner | - | Aug 20, 2026 | |
Herd League In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay. | Elmiva Games | - | Aug 20, 2026 | |
ChromaFlow Store/marketing codetext | ChromaFlow was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Aug 20, 2026 | |
Harvest Story In-game content artcode | the code/image of game are mostly implemented by AI. | CYCLOPS | - | Aug 20, 2026 | |
Aeris Nexus Unclear | This title includes content created with the assistance of AI tools. | Empera Games | - | Aug 20, 2026 | |
Black Market INC. In-game content artaudio | Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay. | Pixellow Official | - | Aug 20, 2026 | |
Throne & Conquest: King Arthur In-game content art | Some visual assets were AI‑assisted, but all final in‑game art was fully artist‑redesigned, and certain marketing materials used limited AI support. | Last Man Smiling | - | Aug 20, 2026 | |
Marvelous Soccer Simulation Store/marketing art | Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated. | JV Interactive | - | Aug 20, 2026 | |
Money Wars : Modern Ages In-game content audiotext | Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI. | EarthQuick | - | Aug 20, 2026 | |
Jade Master: Chronicle In-game content art | Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content. | Fine Games | - | Aug 20, 2026 | |
Between Jobs : Fixer Sim In-game content art | Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game. | YRSD Games | - | Aug 20, 2026 | |
Powder Inc. Dev only code | - AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans. | Whirlwind Consultants Inc. | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
POLIS In-game content textart | Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime. | Afterwork Studio | - | Aug 20, 2026 | |
Gods of Pegana In-game content art | A small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion. | ManaScroll Games | - | Aug 20, 2026 | |
MANIFEST In-game content textcode | Manifest uses AI for coding and improving prose for events. | Gordon Nowell-Usticke | - | Aug 20, 2026 | |
Cape Warrior Store/marketing art | steam store page logo and cover art made with ai tools | Saylor Games | 11 | Aug 20, 2026 | |
Bottlecappers In-game content text | Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made. | ShardanaForge | - | Aug 20, 2026 | |
Construction Company In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay. | Single Game Production | - | Aug 20, 2026 | |
Cosmic Crumbs: Bakery Simulator In-game content art | AI-generated content was used for some visual assets and headers in the game. | NVM Game | - | Aug 20, 2026 | |
Monster Shop Simulator In-game content art | The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI. | For Fun Games | - | Aug 20, 2026 | |
Pachinko Farm In-game content audio | Musics only. | Witchcraft Entertainment | 58 | Aug 19, 2026 | |
Clogwork In-game content art | Generative AI has been used for placeholder art.
Some of it still remains, but it is being slowly replaced. | Odd Sprout Games | - | Aug 19, 2026 | |
VCO: Victor Charlie One In-game content text | We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team. | Systems Heavy | - | Aug 19, 2026 | |
Airport Madness Evolution Store/marketing art | I use AI to convert game screenshots into artwork for my store page, as well as my game splash screen. I create buttons with AI. I do not use AI inside of the gameplay itself. | Big Fat Simulations Inc. | - | Aug 19, 2026 | |
Anomaly Quest Dev only artcode | AI was used for prototyping, asset generation and coding assistance. | Anomaly Studios | - | Aug 19, 2026 | |
Desktop Monsters In-game content art | Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services. | Ludolark | - | Aug 19, 2026 | |
Benders In Space Unclear artaudio | AI was used during development to help with visual and sound effects. | mendlogames | - | Aug 19, 2026 | |
Rail Capital Unclear audioart | Background music and placeholder images | Dave Ramsey | - | Aug 19, 2026 | |
Auction Simulator In-game content art | Some of the images in the game are AI generated | WOMBEX Games | - | Aug 19, 2026 | |
Supermarket Empire Together Store/marketing art | It has been used in the store page images and achievement images. | cnsgames | - | Aug 19, 2026 | |
American Gold Rush In-game content art | American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work. | Kavyo Games | - | Aug 19, 2026 | |
Gearbound In-game content artaudio | The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime. | Osaka Rock | - | Aug 19, 2026 | |
Epic Space Battles In-game content artcode | Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay. | BlueGamer Productions | - | Aug 19, 2026 | |
Anthill Wars: Ant Colony Sim In-game content text | Some texts were translated using artificial intelligence. | Playrea | - | Aug 19, 2026 | |
Scroll Shop In-game content audiocode | Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release. | indie-dir | - | Aug 19, 2026 | |
SEC//SIM — Security Engineer Simulation Store/marketing codetext | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 19, 2026 | |
Tire Dealer Simulator In-game content artaudio | Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay. | RamWhite Interactive | - | Aug 19, 2026 | |
The Offering In-game content artaudio | Pre-generated only. Nothing is generated live while the game runs, and the game makes no network calls of any kind.
2D card illustrations were produced with an AI image tool from hand-written art-direction prompts, then cropped, recoloured and composited by hand into the game's painted card frames. A small number of 3D prop meshes were produced with an image-to-3D model (Microsoft TRELLIS, MIT licensed) and edited before use; most world geometry is built procedurally in code rather than generated. Ambient beds and music were produced with an AI music tool against a fixed written spec (key of D, 72 BPM, fades in from silence, no climax) and are mixed and crossfaded by the game's own audio code.
All code, game design, UI layout, in-game text and store text are human-authored. Some combat sound effects are CC0 samples from Freesound.
No player data is sent to any AI service. | Duskmothgames | - | Aug 19, 2026 | |
The Rift Trader In-game content art | AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style. | Tremolo Games | - | Aug 19, 2026 | |
Angkor In-game content artaudiotextcode | Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay. | Trippy Bento Studio | - | Aug 19, 2026 |