This game contains a small amount of AI-generated images, primarily used for scene construction and world-building.
- Creator
- MoFengHeiHei
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,999 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.
This game contains a small amount of AI-generated images, primarily used for scene construction and world-building.
The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence
I used AI to help with marketing materials.
The code and some of the art assets for this game were developed using AI.
Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic.
We used AI to help make the store page artwork, some of the in game items, and some of the capybaras.
Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay.
Thunder Infinity was developed by a single person with no resources or financial support. The artwork for the project was produced by generative AI under strict artistic guidelines. In the future, if the game is well-received and sells well, a redesign by professional artists could be considered.
This games uses generative AI for music, few artworks and some artwork modifications.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime.
Partial materials
In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch.
This game uses AI to power NPC behavior and dialogue during gameplay. The gameplay rules and overall game design are created and controlled by the development team.
The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me. As future projects grow, I plan to collaborate with artists to further enhance the visual presentation.
Generative AI was used in the creation of the artwork for the menus.
Radio voiceovers were made using AI.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms.
I used AI to generate some store page graphics.
The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay.
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends.
The background images and peaches pictures are pre-rendered AI art.
Note: this game used AI to make some parts like map image, etc., please don't call us for it as it's not something serious, like code
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。
Generative AI tools were used as an assistive resource during the planning and development of this game. All AI-generated outputs were reviewed and refined by the development team before inclusion in the final product.
Generative AI tools were used as development assistance for scripting and for some marketing or store presentation assets. All 3D models and core visual assets were created by the developer. The game does not use AI to generate content, code, images, audio, or text during gameplay, and it does not connect to any external AI services.
Some background music in this game was generated using Google Gemini Lyria 2. Gameplay, characters, story, and UI are human-made.
This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI.
AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play.
Temporary artwork for the store page.
Cover art and localizations were made with the help of generative artificial intelligence.
AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game.
The background image for the store page art and the in-game menu have been generated by AI.
EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal. LIVE-GENERATED CONTENT When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including: - Legislative feasibility analysis - Budget impact and financial coverage - Macroeconomic effects (GDP, debt, inflation) - Social and political consensus projections - Parliamentary vote simulation Model used: Anthropic Claude, accessed via API. Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model. Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes. PRE-GENERATED CONTENT The game's background music track was generated using AI tools during development and ships with the game.
use AI to translate content, assist with coding, and generate portions of visual assets.
Some visual assets and promotional materials for KeepFighting were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
Images on the playing cards and translations into multiple languages.
Some of the in-game audio (speech and radio music) is partly AI generated.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
The capsule artwork on your store page is created using generative AI.
Generating Text Logos
During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content. All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project.
Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music. The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content. AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent.
Part of the art was assisted by AI
AI tools were used to assist with code optimization and debugging.
AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mutation In-game content art | This game contains a small amount of AI-generated images, primarily used for scene construction and world-building. | MoFengHeiHei | - | May 23, 2026 | |
Sit or Die In-game content art | The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence | WU ZIJIAN | - | May 23, 2026 | |
Downer Management Store/marketing arttext | I used AI to help with marketing materials. | adarkfable | - | May 23, 2026 | |
The Prime Minister's Crest: Path to Power In-game content codeart | The code and some of the art assets for this game were developed using AI. | WAWELLC | - | May 23, 2026 | |
Alpha Star In-game content art | Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic. | Minands | - | May 23, 2026 | |
Capybara Bingo In-game content art | We used AI to help make the store page artwork, some of the in game items, and some of the capybaras. | Cozybara | - | May 23, 2026 | |
Irsen In-game content art | Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development.
All AI-assisted content was reviewed, edited, and integrated by the developer.
The game does not use AI to generate content during gameplay. | Datchannin | - | May 23, 2026 | |
Thunder Infinity In-game content art | Thunder Infinity was developed by a single person with no resources or financial support.
The artwork for the project was produced by generative AI under strict artistic guidelines.
In the future, if the game is well-received and sells well, a redesign by professional artists could be considered. | Enrique G. Galvez | - | May 23, 2026 | |
Richer than the King In-game content audioart | This games uses generative AI for music, few artworks and some artwork modifications. | Arcade96 | - | May 23, 2026 | |
Snt计划 In-game content artcode | Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime. | Sn兔子 | - | May 23, 2026 | |
Chicken and Tank Unclear | Partial materials | DarkStarCloud | - | May 23, 2026 | |
ManaBorne In-game content arttext | In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch. | Willworks | - | May 23, 2026 | |
汪里个狼 Wolf in Woof Live AI text | This game uses AI to power NPC behavior and dialogue during gameplay. The gameplay rules and overall game design are created and controlled by the development team. | 探岛工作室 | - | May 23, 2026 | |
Prison Queen Live AI text | The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player. | Sassy Bananas | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 13 | May 23, 2026 | |
Glowbot Tower Defense In-game content art | Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me.
As future projects grow, I plan to collaborate with artists to further enhance the visual presentation. | Jacob Stetka | - | May 23, 2026 | |
Messiah Simulator In-game content art | Generative AI was used in the creation of the artwork for the menus. | Patrick Gallaway | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
Corrupt Knight Unclear artaudiocode | Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms. | Eyüp Sarım | - | May 23, 2026 | |
Feed the King Store/marketing art | I used AI to generate some store page graphics. | Night Sky Dogs | - | May 23, 2026 | |
Stone to Stove Dev only code | The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay. | mehmetozbostanci | - | May 23, 2026 | |
雪骑:怪力,大头,双马尾 In-game content artaudio | This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services. | POPO | - | May 23, 2026 | |
About Thieves In-game content artaudio | Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends. | Little Beetle | - | May 23, 2026 | |
Sweetie Candy Maze: Coral Peach In-game content art | The background images and peaches pictures are pre-rendered AI art. | Cute Hannah's Games | - | May 23, 2026 | |
Liminality: Chapter 1 In-game content art | Note: this game used AI to make some parts like map image, etc., please don't call us for it as it's not something serious, like code | PanDevStudios | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
烘焙糕手 In-game content art | 在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。 | Bob&Fan | - | May 23, 2026 | |
S4NCTU4RY Dev only | Generative AI tools were used as an assistive resource during the planning and development of this game.
All AI-generated outputs were reviewed and refined by the development team before inclusion in the final product. | Sonamu Bros | - | May 23, 2026 | |
Hello Duck Store/marketing codeart | Generative AI tools were used as development assistance for scripting and for some marketing or store presentation assets.
All 3D models and core visual assets were created by the developer. The game does not use AI to generate content, code, images, audio, or text during gameplay, and it does not connect to any external AI services. | Kitti Rujirekanusorn | 24 | May 23, 2026 | |
爆走!ランデブー In-game content audio | Some background music in this game was generated using Google Gemini Lyria 2. Gameplay, characters, story, and UI are human-made. | datsusara_aki | - | May 23, 2026 | |
NUMBAKO-なんばこ- In-game content text | This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI. | CarasOhmi | - | May 23, 2026 | |
Escape the Grind Store/marketing art | AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play. | SetForMoney Studios | - | May 23, 2026 | |
Project: C.E.L.L. Store/marketing art | Temporary artwork for the store page. | Under Stair Games | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
Ceraphic Requiem Dev only art | AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game. | Elias IDIRI | - | May 23, 2026 | |
Dark DieMansion In-game content art | The background image for the store page art and the in-game menu have been generated by AI. | Tempus Rift Games | - | May 23, 2026 | |
EQUILIBRIUM Live AI text | EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
LIVE-GENERATED CONTENT
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
Model used: Anthropic Claude, accessed via API.
Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model.
Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes.
PRE-GENERATED CONTENT
The game's background music track was generated using AI tools during development and ships with the game. | Benetti Andrea | - | May 23, 2026 | |
结界大阵:生灵庇护所 In-game content arttextcode | use AI to translate content, assist with coding, and generate portions of visual assets. | SUPERSNOWBALL | - | May 23, 2026 | |
KeepFighting Store/marketing art | Some visual assets and promotional materials for KeepFighting were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | E.O.G | - | May 23, 2026 | |
Match Cards: Football In-game content arttext | Images on the playing cards and translations into multiple languages. | PlayeRom | - | May 23, 2026 | |
Happy Country In-game content audio | Some of the in-game audio (speech and radio music) is partly AI generated. | Bugshell Entertainment | - | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
西游释厄传 Store/marketing art | The capsule artwork on your store page is created using generative AI. | 班超工作室 | - | May 23, 2026 | |
Chreynard Store/marketing art | Generating Text Logos | kyoshi | - | May 23, 2026 | |
The Plus-One Kingdom In-game content arttextcode | During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content.
All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project. | YDIVA Limited | - | May 23, 2026 | |
Every Legend Live AI textartaudio | Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music.
The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content.
AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent. | VeDoN | - | May 23, 2026 | |
丹命 Unclear art | Part of the art was assisted by AI | Pelican Game | - | May 23, 2026 | |
ACHIEVEMENT MAZE Dev only code | AI tools were used to assist with code optimization and debugging. | HuntForge | - | May 23, 2026 | |
Blueprint: EV Dev only codetext | AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping. | Phi Digital | - | May 23, 2026 |