Text translations.
- Creator
- Molecular Cohesion
- Reviews
- -
- Added
- May 23, 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.
Text translations.
AI services used for voice overs
Generative AI was used in the creation of some in-game assets.
During the production process, we used AI to create a small portion of the interface content
During development, AI-based language tools were used to assist with the localization of in-game text across the languages supported by the game. All AI-assisted translations were reviewed, edited, and validated by the developer before inclusion in the build. The game does not connect to any AI service at runtime; no content is generated live during gameplay.
With the help of AI, the following were created: voice, pictures
Generative AI Usage Disclosure This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process. Our Commitment: All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner.
This game includes some content created or assisted by generative AI tools. All such content is reviewed and curated by the developer before release.
Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production. Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic. All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer. Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game. No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools.
The Early Access version of Plentiful uses AI-assisted machine translation for localization. No generative AI was used to create gameplay content, art, or audio.
Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including: - Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions. - Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth. - Seedling Responses: AI-driven replies to messages that players send to their Seedlings.
This game uses generative artificial intelligence in the game models and textures.
All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise. We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage.
AI was used to help with localizing texts and voice lines.
The translations and a few special icons were created with AI.
We use AI as a tool to help support parts of our game development workflow, not to replace the creativity behind the game. It helps us speed up iteration and improve efficiency in certain areas, while the ideas, design, art direction, and overall vision remain entirely shaped by our team. For us, AI is simply one of many tools that helps us spend more time focused on making the best game possible.
Gameplay trailer on storepage uses song made with the help of suno.ai Some backgrounds in the game are made with the help of various generative AI tools like Adobe Firefly.
In-game voice and background music
User for developer tooling, programming and code.
Some of the background music was generated with the assistance of artificial intelligence.
This game features user-generated content (UGC), which may include AI-generated materials created by our players. We utilize AI technologies to assist with the generation, modification, and review of in-game localization, and to create select graphical assets, such as achievements, badges, UI icons, logos and marketing materials.
Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content.
The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI. -Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality. -Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC) -Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for. -No decisions are taken by AI -No lore/story elements are written or decided by AI -No 3D models have been made using AI Last updated: March 22 2026 (5th game anniversary) Possible changes in the future: -Realtime AI NPC actions -AI-driven text-to-speech for NPCs -Player mimics (takes in player voices and movements to create player "doppelgangers")
AI have been used to create images and generate sounds to the game.
How we use artificial intelligence: Some creative assets in Slash The Tower were created with the help of generative AI. Art and music were produced using Google Gemini (AI-assisted generation). Those assets are pre-made and shipped with the game—they are not generated live while you play. Game code and parts of the user interface were developed with assistance from Cursor (an AI-enabled editor) together with Unity. That means design and implementation were guided by us as developers, with AI helping draft or refine code and UI-related work—not replacing human creative direction for the whole game. We do not use generative AI to create personalized or real-time content for each player session beyond what is described above. If we add AI-generated material to the Steam store page, community hubs, or marketing, we will treat it the same way: clearly labeled and consistent with this approach.
Some artworks were generated with AI tools and edited.
1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store). 2. Pre-rendered achievement icons.
Some voice acting, music, and graphics(SVG) and game capsules/main menu art were created using AI generation tools All content was reviewed and curated by the developer.
AI tools were used in the creation of this game’s box art. The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail. The background environment and title text were generated using AI tools. This AI disclosure was written with the assistance of AI tools. No generative AI has been used for in-game assets at this time.
Cover art and localizations were made with the help of generative artificial intelligence.
Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools.
AI were used to assist with translatiing text into multiple languages.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
Generative AI was used only as a support tool during development to help create some 2D art assets. No AI-generated content is created during gameplay, and the game does not use any third-party AI services at runtime.
I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style
The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated.
Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay.
In this game, generative AI tools were used in parts of the creation and refinement process for visual assets and in-game text-based content.
Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images.
Generative AI was used strictly as a technical tool to digitize original, hand-drawn pencil sketches. Each asset in the game reflects the developer’s physical drawings 1:1, with AI only assisting in the translation of paper lines into a clean digital format. No additional details or artistic elements were generated by the AI. All final styling, including the 'blueprint' aesthetic, was performed manually by the developer in graphic design software
As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork. No people have been replaced by AI.
Some of the capsule art and promotional banners for this title may contain assets created with the assistance of AI generation tools
Some background music tracks were generated using Suno AI and curated by the developer for use in the game.
AI tools were used in various stages of development, including prototyping, localization and the creation of some visual assets. The project is developed by a single creator, and AI-assisted tools are part of the workflow. All gameplay systems and implementation are authored and controlled by the developer. No generative AI is used at runtime.
Some artwork and audio may be generated using AI tools.
The Lost City utilizes generative AI to assist in the creation of visual and auditory assets, but all AI-assisted graphics have undergone significant manual post-processing, including digital painting and retouching. Sound Effects: While many audio files have been manually mixed and edited, some sound effects are used in their original, AI-generated form.
Some visual assets and parts of the code for this game were created with the help of AI tools during development. No generative AI is used during gameplay, and players do not interact with AI systems directly.
Most visual assets and sound effects, as well as all voice acting, were created using artificial intelligence.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Train Goes Right Unclear text | Text translations. | Molecular Cohesion | - | May 23, 2026 | |
Grand Taking Ages In-game content audio | AI services used for voice overs | Violarte | - | May 23, 2026 | |
PC Cafe Simulator In-game content artaudiotext | Generative AI was used in the creation of some in-game assets. | Sangwoon Jin | - | May 23, 2026 | |
摸鱼电台 In-game content text | During the production process, we used AI to create a small portion of the interface content | MoYu | - | May 23, 2026 | |
Mars Clicker In-game content text | During development, AI-based language tools were used to assist with the localization of in-game text across the languages supported by the game. All AI-assisted translations were reviewed, edited, and validated by the developer before inclusion in the build. The game does not connect to any AI service at runtime; no content is generated live during gameplay. | Adrián Corbalán | - | May 23, 2026 | |
Capybaria In-game content audioart | With the help of AI, the following were created: voice, pictures | CDA Games | - | May 23, 2026 | |
Lami: A Cup of Code and Coffee In-game content artaudiotextcode | Generative AI Usage Disclosure
This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process.
Our Commitment:
All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner. | Lemist Game Studio | - | May 23, 2026 | |
Ace Squared Unclear | This game includes some content created or assisted by generative AI tools. All such content is reviewed and curated by the developer before release. | Oldground Software Oy | 246 | May 23, 2026 | |
Dice Tech Dominion - Enter the Shadow Circuit In-game content artcode | Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production.
Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic.
All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer.
Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game.
No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools. | AUTeddy | - | May 23, 2026 | |
Plentiful In-game content text | The Early Access version of Plentiful uses AI-assisted machine translation for localization. No generative AI was used to create gameplay content, art, or audio. | GabberGames | 53 | May 23, 2026 | |
SEED Live AI audiotext | Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including:
- Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions.
- Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth.
- Seedling Responses: AI-driven replies to messages that players send to their Seedlings. | Klang Games GmbH | - | May 23, 2026 | |
CatTag: Create In-game content art | This game uses generative artificial intelligence in the game models and textures. | Haha Studio | 12 | May 23, 2026 | |
Global Rescue In-game content audio | All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise.
We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage. | PeDePe GbR | 1.8k | May 23, 2026 | |
Euro3v3 In-game content textaudio | AI was used to help with localizing texts and voice lines. | Epoch Games Palma | 286 | May 23, 2026 | |
Human Host In-game content textart | The translations and a few special icons were created with AI. | Virtual Matrix Studio | 655 | May 23, 2026 | |
Project-Starbound Dev only | We use AI as a tool to help support parts of our game development workflow, not to replace the creativity behind the game. It helps us speed up iteration and improve efficiency in certain areas, while the ideas, design, art direction, and overall vision remain entirely shaped by our team. For us, AI is simply one of many tools that helps us spend more time focused on making the best game possible. | Spaced Out Studios | - | May 23, 2026 | |
Sand in a Box In-game content audioart | Gameplay trailer on storepage uses song made with the help of suno.ai
Some backgrounds in the game are made with the help of various generative AI tools like Adobe Firefly. | Tiliasoft.com | - | May 23, 2026 | |
Vtopia In-game content audio | In-game voice and background music | PanicACat Studio | - | May 23, 2026 | |
Tug of War Dev only code | User for developer tooling, programming and code. | Daha | - | May 23, 2026 | |
XenoCard In-game content audio | Some of the background music was generated with the assistance of artificial intelligence. | Hanging Hand | - | May 23, 2026 | |
nanos world™ In-game content textart | This game features user-generated content (UGC), which may include AI-generated materials created by our players.
We utilize AI technologies to assist with the generation, modification, and review of in-game localization, and to create select graphical assets, such as achievements, badges, UI icons, logos and marketing materials. | Go Horse Studios | - | May 23, 2026 | |
Mandate Order In-game content textartcode | Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content. | Digital Sky | 796 | May 23, 2026 | |
WAR LAB In-game content artaudiocode | The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI.
-Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality.
-Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC)
-Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for.
-No decisions are taken by AI
-No lore/story elements are written or decided by AI
-No 3D models have been made using AI
Last updated: March 22 2026 (5th game anniversary)
Possible changes in the future:
-Realtime AI NPC actions
-AI-driven text-to-speech for NPCs
-Player mimics (takes in player voices and movements to create player "doppelgangers") | NestorVG | - | May 23, 2026 | |
MAK: Survival In-game content artaudio | AI have been used to create images and generate sounds to the game. | Two Friend Studios | - | May 23, 2026 | |
Slash The Tower In-game content artaudiocode | How we use artificial intelligence:
Some creative assets in Slash The Tower were created with the help of generative AI.
Art and music were produced using Google Gemini (AI-assisted generation). Those assets are pre-made and shipped with the game—they are not generated live while you play.
Game code and parts of the user interface were developed with assistance from Cursor (an AI-enabled editor) together with Unity. That means design and implementation were guided by us as developers, with AI helping draft or refine code and UI-related work—not replacing human creative direction for the whole game.
We do not use generative AI to create personalized or real-time content for each player session beyond what is described above. If we add AI-generated material to the Steam store page, community hubs, or marketing, we will treat it the same way: clearly labeled and consistent with this approach. | Just Crumbs Games | - | May 23, 2026 | |
Tree House Colony In-game content art | Some artworks were generated with AI tools and edited. | Jens P. Behrens | - | May 23, 2026 | |
Final Upgrade art | 1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store).
2. Pre-rendered achievement icons. | TaosX | 428 | May 23, 2026 | |
Code: Terraform In-game content audioart | Some voice acting, music, and graphics(SVG) and game capsules/main menu art were created using AI generation tools All content was reviewed and curated by the developer. | AppsMafia | - | May 23, 2026 | |
Murder Miners X In-game content art | AI tools were used in the creation of this game’s box art.
The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail.
The background environment and title text were generated using AI tools.
This AI disclosure was written with the assistance of AI tools.
No generative AI has been used for in-game assets at this time. | JForce Games | - | May 23, 2026 | |
Islandustry Store/marketing textart | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | Mar 18, 2026 | |
Fortain art | Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools. | Ainspire | - | Mar 18, 2026 | |
Retire in the Fairy Mountains In-game content text | AI were used to assist with translatiing text into multiple languages. | YellowBeansStudio | - | Mar 18, 2026 | |
Eon Empires In-game content arttext | Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI. | Aeonforge Studio | - | Mar 18, 2026 | |
Rescue Team: Legion of Destruction In-game content art | Generative AI was used only as a support tool during development to help create some 2D art assets. No AI-generated content is created during gameplay, and the game does not use any third-party AI services at runtime. | Game Mixer | - | Mar 18, 2026 | |
Save New York 2030 In-game content art | I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style | Black Belt Logic LLC | - | Mar 18, 2026 | |
生成式梦境 In-game content audiotextart | The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated. | 镜 | - | Mar 18, 2026 | |
Hold The Roost In-game content artaudiocode | Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game. | Jody Hiatt | - | Mar 18, 2026 | |
StarshipFighter In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Daniel Walasinski | - | Mar 18, 2026 | |
Floaty Farm Dev only textcode | AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay. | Uzhuless | - | Mar 18, 2026 | |
Airline CEO In-game content arttext | In this game, generative AI tools were used in parts of the creation and refinement process for visual assets and in-game text-based content. | Alperen Tekay | - | Mar 18, 2026 | |
Zombies Per Minute In-game content codeaudioart | Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images. | Enzed Studio | - | Mar 18, 2026 | |
Starship Contractor: Galactic Tycoon In-game content art | Generative AI was used strictly as a technical tool to digitize original, hand-drawn pencil sketches. Each asset in the game reflects the developer’s physical drawings 1:1, with AI only assisting in the translation of paper lines into a clean digital format. No additional details or artistic elements were generated by the AI. All final styling, including the 'blueprint' aesthetic, was performed manually by the developer in graphic design software | Decha Studio/Rashaun | - | Mar 18, 2026 | |
SpiritBorn Dev only art | As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork.
No people have been replaced by AI. | Highforge Studios | - | Mar 18, 2026 | |
Island Idle RPG: Build and Conquer Store/marketing art | Some of the capsule art and promotional banners for this title may contain assets created with the assistance of AI generation tools | Overaction Game Studio | - | Mar 18, 2026 | |
Nestify: Cozy Design In-game content audio | Some background music tracks were generated using Suno AI and curated by the developer for use in the game. | Kinetic Vision Studio | - | Mar 18, 2026 | |
HEXSTORM: Tears of Arcadia In-game content arttext | AI tools were used in various stages of development, including prototyping, localization and the creation of some visual assets. The project is developed by a single creator, and AI-assisted tools are part of the workflow. All gameplay systems and implementation are authored and controlled by the developer. No generative AI is used at runtime. | Tearevo | 47 | Mar 18, 2026 | |
Sigma Protocol In-game content artaudio | Some artwork and audio may be generated using AI tools. | NextGen Solutions LLC | - | Mar 18, 2026 | |
The Last City In-game content artaudio | The Lost City utilizes generative AI to assist in the creation of visual and auditory assets, but all AI-assisted graphics have undergone significant manual post-processing, including digital painting and retouching.
Sound Effects: While many audio files have been manually mixed and edited, some sound effects are used in their original, AI-generated form. | IceWaveOne | - | Mar 18, 2026 | |
Console Cafe Simulator Dev only artcode | Some visual assets and parts of the code for this game were created with the help of AI tools during development. No generative AI is used during gameplay, and players do not interact with AI systems directly. | Mutlu Games | - | Mar 18, 2026 | |
Realindustry In-game content artaudio | Most visual assets and sound effects, as well as all voice acting, were created using artificial intelligence. | AssemblyPrime | - | Mar 18, 2026 |