Some UI text and localization were created or assisted using generative AI and reviewed by the developer before being included in the game.
- Creator
- Yattemo
- Reviews
- -
- Added
- Jul 31, 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.
Some UI text and localization were created or assisted using generative AI and reviewed by the developer before being included in the game.
Coding tools, audio, etc.
Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer.
The textures used for the game packaging are AI-generated and have been manually retouched.
The game contains AI-generated assets.
The Game Icon and Logo were made from the inspirations of AI.
The visual branding featured on the can was created with the assistance of AI-generated imagery.
NASCAR 26 used AI to generate certain VO lines and other presentation elements throughout the UI.
I used coding agents to code this game.
SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated.
Some upgrade illustrations Background music Some sound effects Some text localization
Art Assets: We use generative AI tools to assist in the creation of store page assets (capsules). Localization: We use AI-powered tools to assist in translating and localizing game text into various languages.
AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use.
Some content in this game is AI-generated.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Generative AI was used in preparing the store page materials: the text description and the screenshots. The screenshots are not AI-generated - they are captured from the actual game, with AI tools used for color correction. All materials have been reviewed and approved by the developer. No generative AI runs during gameplay: all content is fixed and nothing is generated live
Generative AI tools were used during development to assist with the creation and editing of some pre-generated visual assets, sound effects, and Steam Store page text. All AI-assisted content was reviewed, selected, and edited by the developer before being included. The game does not generate content using AI during gameplay.
Generative AI tools were used during development to assist in creating the following assets: - Text translation - Background music - Background and cat images All AI-generated content was thoroughly reviewed, adjusted, and edited by the developer to ensure quality and compliance with all applicable licenses.
Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime.
Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay.
Title screen logo and some language translations
Generative AI was used only to create the music featured in the game’s trailer.
Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect players to any live AI service.
Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for: • Store assets — capsule, header, and marketing images. • In-game illustrations — chapter cutscene art and non-interactive background/scene imagery. • Achievement icons. All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI. The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service. The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license.
Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services.
We use AI to create the music and the narration audio.
Few of the game art / assets were AI generated
We want to be transparent with our players. It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements. Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses. At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates. All final gameplay experience and core content are assembled, designed, and produced by our development team.
Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
AI helps us in the basic design of new graphics and renderings for the various decorative elements at the marketing and in-game levels.
Some visual assets, audio, and written content used in this game were created or assisted by generative AI and have been reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay.
AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text.
The background images and strawberrys pictures are pre-rendered AI art.
The game's programming uses AI to generate code.
Generative AI tools were used to assist with text translation and localization. All final materials undergo manual review and editing.
Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer.
Some in‑game icons were created using AI, while the artwork and translations were produced with human editing based on AI‑generated drafts.
This game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team.
The game has used AI to enhance the game's store description, help improve the game's narrative and to assist with localisation using Google Translate.
I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work.
The art, audio, and writing in Refund Speedrun are created by hand. Generative AI was used only for the voice-over narration in our promotional teaser trailer (ElevenLabs). The game does not generate any content using AI at runtime.
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of.
Train Trek uses generative AI in two ways. During development we used AI tools to help make some assets: the user-interface art (HUD and menu icons, menu artwork, frames, button plates, mouse cursors), the instrumental soundtrack, and some sound effects. All of it was chosen, edited and finished by hand before it shipped. The 3D models are built procedurally by our own scripts, and the design, world generation and balancing are authored by hand. Parts of the source code were written with an AI coding assistant, reviewed and tested by the developer. While you play, the game speaks using a text-to-speech model that ships inside the game and runs entirely on your own computer. It voices tutorial guidance, hints and menu narration instead of pre-recorded audio. It needs no internet connection, sends nothing anywhere, and never records or listens to you. It only reads lines we wrote and shipped with the game - it does not invent dialogue.
Was used to help produce game buttons, physics, and level editor.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release.
Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer. No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
耳かきシミュレーター In-game content text | Some UI text and localization were created or assisted using generative AI and reviewed by the developer before being included in the game. | Yattemo | - | Jul 31, 2026 | |
Jank Yard Unclear codeaudio | Coding tools, audio, etc. | Watashi Games | - | Jul 31, 2026 | |
Taxistanbul: Istanbul Taxi Simulator In-game content audioart | Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer. | Osas Games | - | Jul 31, 2026 | |
Game Shop Panic In-game content art | The textures used for the game packaging are AI-generated and have been manually retouched. | Yagni Lab | 10 | Jul 30, 2026 | |
Pawcel: Bounce In-game content | The game contains AI-generated assets. | Bauta Studio | - | Jul 30, 2026 | |
Disco In-game content art | The Game Icon and Logo were made from the inspirations of AI. | Aspect Digital Software Ltd | - | Jul 30, 2026 | |
Can Collector Simulator Store/marketing art | The visual branding featured on the can was created with the assistance of AI-generated imagery. | ShiftWorks Games | - | Jul 30, 2026 | |
iRacing® Studios NASCAR 26 In-game content audiotext | NASCAR 26 used AI to generate certain VO lines and other presentation elements throughout the UI. | iRacing.com Motorsport Simulations, LLC | - | Jul 30, 2026 | |
Juju Dev only code | I used coding agents to code this game. | Takana | - | Jul 30, 2026 | |
SELF//FORK In-game content art | SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated. | Helen Allien Poe | - | Jul 30, 2026 | |
Antarctic Showdown In-game content artaudiotext | Some upgrade illustrations
Background music
Some sound effects
Some text localization | znlfxm | - | Jul 30, 2026 | |
Tire Service Simulator In-game content arttext | Art Assets: We use generative AI tools to assist in the creation of store page assets (capsules).
Localization: We use AI-powered tools to assist in translating and localizing game text into various languages. | 3DeadLine | - | Jul 30, 2026 | |
UNWIELDY Store/marketing art | AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use. | Brauni's Games | - | Jul 30, 2026 | |
Zoollision Unclear | Some content in this game is AI-generated. | Zgotha | - | Jul 30, 2026 | |
SIQIL In-game content artaudio | Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game. | Arcerus | - | Jul 30, 2026 | |
Freeze, Dummy! Store/marketing textart | Generative AI was used in preparing the store page materials: the text description and the screenshots. The screenshots are not AI-generated - they are captured from the actual game, with AI tools used for color correction. All materials have been reviewed and approved by the developer.
No generative AI runs during gameplay: all content is fixed and nothing is generated live | EVG Game Studio | - | Jul 29, 2026 | |
ROCKET SCIENCE In-game content artaudiotext | Generative AI tools were used during development to assist with the creation and editing of some pre-generated visual assets, sound effects, and Steam Store page text. All AI-assisted content was reviewed, selected, and edited by the developer before being included. The game does not generate content using AI during gameplay. | Macrobot Software | - | Jul 29, 2026 | |
WIND CAT SOLITAIRE In-game content textaudioart | Generative AI tools were used during development to assist in creating the following assets:
- Text translation
- Background music
- Background and cat images
All AI-generated content was thoroughly reviewed, adjusted, and edited by the developer to ensure quality and compliance with all applicable licenses. | Kazeneko Games | - | Jul 29, 2026 | |
MASSFALL In-game content audiotext | Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime. | wagyalab | - | Jul 29, 2026 | |
PuruPuru: Pull It Along In-game content codetextaudio | Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay. | Ludorea games | - | Jul 29, 2026 | |
Speed Weaver In-game content text | Title screen logo and some language translations | Andrew Ferguson | - | Jul 29, 2026 | |
Mike the Hooper audio | Generative AI was used only to create the music featured in the game’s trailer. | Steel Arrow | - | Jul 27, 2026 | |
Up, Little One In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect players to any live AI service. | Yurari Games | - | Jul 25, 2026 | |
Shadow Runner In-game content art | Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for:
• Store assets — capsule, header, and marketing images.
• In-game illustrations — chapter cutscene art and non-interactive background/scene imagery.
• Achievement icons.
All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI.
The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service.
The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license. | ArcadeDeck | - | Jul 25, 2026 | |
Robot Vacuum Simulator In-game content artaudiotextcode | Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services. | Rocket Industries Inc. | - | Jul 25, 2026 | |
Chaos Football Club (CFC) In-game content audio | We use AI to create the music and the narration audio. | TheDevRealm | - | Jul 25, 2026 | |
DesktopDrifter.exe In-game content art | Few of the game art / assets were AI generated | Lisk | - | Jul 25, 2026 | |
First 3 Days On Ship In-game content audiotext | We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team. | Madnetic Games S.A. | 158 | Jul 25, 2026 | |
Rotoball In-game content arttext | Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release. | Petz | - | Jul 25, 2026 | |
Strike Wings In-game content art | Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service. | Strike Wings Games | - | Jul 25, 2026 | |
Fly West In-game content art | AI helps us in the basic design of new graphics and renderings for the various decorative elements at the marketing and in-game levels. | Afk Pixel Studio | - | Jul 25, 2026 | |
Crazy Passengers In-game content artaudiotext | Some visual assets, audio, and written content used in this game were created or assisted by generative AI and have been reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay. | Potato Man | - | Jul 25, 2026 | |
Wirehawk In-game content audiotext | AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text. | Trax | - | Jul 24, 2026 | |
Sweetie Candy Maze: Crimson Strawberry In-game content art | The background images and strawberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Jul 23, 2026 | |
缆绳火箭拳 Dev only code | The game's programming uses AI to generate code. | 疯啸丸 | - | Jul 23, 2026 | |
1000km In-game content text | Generative AI tools were used to assist with text translation and localization.
All final materials undergo manual review and editing. | Artem Breineng | - | Jul 23, 2026 | |
Gravitron In-game content artaudio | Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer. | JOZGameru | - | Jul 23, 2026 | |
Old Coin Pusher Gaiden arttext | Some in‑game icons were created using AI, while the artwork and translations were produced with human editing based on AI‑generated drafts. | STP WORKS | 63 | Jul 23, 2026 | |
Dream Hackers VR In-game content audiotext | This game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team. | ARVI VR INC. | - | Jul 23, 2026 | |
Are You Cereus? In-game content text | The game has used AI to enhance the game's store description, help improve the game's narrative and to assist with localisation using Google Translate. | GameDevPaddy | - | Jul 23, 2026 | |
Orbisphere In-game content audioart | I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work. | Potoo Studio | - | Jul 22, 2026 | |
Refund Speedrun In-game content audio | The art, audio, and writing in Refund Speedrun are created by hand. Generative AI was used only for the voice-over narration in our promotional teaser trailer (ElevenLabs). The game does not generate any content using AI at runtime. | Tigran | - | Jul 22, 2026 | |
Velocrash In-game content art | Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay. | Apolloxian Games | 11 | Jul 22, 2026 | |
No Witnesses Store/marketing art | No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of. | Pink Thorn Games | - | Jul 22, 2026 | |
Train Trek Live AI artaudiocode | Train Trek uses generative AI in two ways.
During development we used AI tools to help make some assets: the user-interface art (HUD and menu icons, menu artwork, frames, button plates, mouse cursors), the instrumental soundtrack, and some sound effects. All of it was chosen, edited and finished by hand before it shipped. The 3D models are built procedurally by our own scripts, and the design, world generation and balancing are authored by hand. Parts of the source code were written with an AI coding assistant, reviewed and tested by the developer.
While you play, the game speaks using a text-to-speech model that ships inside the game and runs entirely on your own computer. It voices tutorial guidance, hints and menu narration instead of pre-recorded audio. It needs no internet connection, sends nothing anywhere, and never records or listens to you. It only reads lines we wrote and shipped with the game - it does not invent dialogue. | Aixceptional | - | Jul 22, 2026 | |
Bumper Core Unclear | Was used to help produce game buttons, physics, and level editor. | Nelaria | - | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Matter MazeBall: Element Trials In-game content art | This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release. | Garoo Interactive | - | Jul 22, 2026 | |
Coinada In-game content art | Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time. | major90 | - | Jul 22, 2026 | |
Lethal Algorithm In-game content artaudiotext | Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience. | Mohammed Marzouq | - | Jul 22, 2026 |