Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
- Creator
- explodes dev
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- Added
- May 23, 2026
Public Steam disclosure research 25,989 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.
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Interactive or runtime AI features disclosed by the developer.
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Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
This game uses generative AI tools as part of the creative process. Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality.
Our game has utilized AI in-game and in some store visuals.
AI tools were used to assist with translating the game into multiple languages.
Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements.
All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology.
bgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
A photo in the game trailer and some voices lines are generated using AI voice tools.
This game uses AI tools for parts of the Steam store page content and voice acting.
Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools.
Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer.
Some visual assets and background elements were created or enhanced using AI tools. All content has been reviewed, edited, and integrated manually to ensure consistency and quality. The game does not generate content in real-time during gameplay.
Some text content and store descriptions were generated with the help of artificial intelligence.
Some background images of the UI of Crafting Stations were created with AI.
This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game. This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
We use AI in part of the character design
AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand.
This game includes elements using Generative AI in some pre-produced content such as intro videos. These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay.
We use AI tools to create some parts of the UI.
Some background images and translations in this game were created using AI.
Some of the abnormal phenomena in this game include AI-generated content.
Some cutscene images were generated with AI .
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
This game uses AI-generated content in some images.
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay.
AI in this game is only used for the monsters their behavior.
This game may use AI-assisted tools during development for visual or creative support. No real-time AI-generated content is used during gameplay.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Some assets might have been progressed with association of AI
Game assets, including music, images, and code, are generated by AI.
Code and promotional images generated by AI were used.
Some of the game's art assets were created with the assistance of generative AI tools.
I am a solo developer: the game design, combat, bosses, balance and visual effects are my own work. I am not a composer or an illustrator. Almost all of the music and most of the relic and character art are AI-generated from my direction. A few sound effects and a few textures are also AI-generated. Languages other than English are machine-translated. Japanese and Vietnamese were partly checked by fluent speakers. If a translation looks wrong, please tell me.
We plan to use AI for some of the translations.
Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI.
This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts. Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release.
Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding
Generative AI tools were used during development to assist with writing and debugging parts of the game code. Some visual or text assets may have been created or edited with the assistance of generative AI. The game does not use live generative AI during gameplay.
Some of the game's content was made with the help of AI tools and then finished by hand: some 3D models, the radio music, short voice lines and the illustrated intro scenes. Game design, code, animation, layouts, audio mixing and all final editing are our own work. An optional tableside chat generates short in-character replies during play on a server we operate. The game client holds no API keys; the server rate-limits requests, filters what goes in and what comes out, replaces anything filtered with a fixed written line, shows an AI mark while a generated line is on screen, and a Report button sends only the exchange and an anonymous session id to us for review. Some store artwork and marketing images were made with AI assistance.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
explodes Store/marketing art | Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay. | explodes dev | - | May 23, 2026 | |
NRDominó In-game content artaudio | This game uses generative AI tools as part of the creative process.
Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality. | Vinicius C G Pontes | - | May 23, 2026 | |
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
Keep On Hashing!: Idle Mining Sim In-game content text | AI tools were used to assist with translating the game into multiple languages. | Velron Games | - | May 23, 2026 | |
Polity Painter In-game content artcode | Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material. | Lux Historia | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 | |
The Fifth Bell: Frequency of Secrets In-game content artaudio | Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements. | Serhat Arslan | - | May 23, 2026 | |
The Element Ninjas In-game content artaudio | All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology. | Izor Soft | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
Exium: Theia In-game content audio | A photo in the game trailer and some voices lines are generated using AI voice tools. | Steamtrack Studios | - | May 23, 2026 | |
Demon Breaker In-game content textaudio | This game uses AI tools for parts of the Steam store page content and voice acting. | Matthew Lalande | - | May 23, 2026 | |
Brooks Investment Simulator In-game content art | Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools. | Brooks Innovation and Technology Consulting LLC | - | May 23, 2026 | |
The door has doubts Dev only text | Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer. | wrongchairstudio | - | May 23, 2026 | |
EPITAPH: The Parchment Anthology In-game content art | Some visual assets and background elements were created or enhanced using AI tools. All content has been reviewed, edited, and integrated manually to ensure consistency and quality. The game does not generate content in real-time during gameplay. | ZAMPAgames | - | May 23, 2026 | |
Cornerfall Store/marketing text | Some text content and store descriptions were generated with the help of artificial intelligence. | Wisparro | - | May 23, 2026 | |
GlowCore In-game content art | Some background images of the UI of Crafting Stations were created with AI. | CNDY Studios | - | May 23, 2026 | |
山河捍卫者 In-game content arttextaudio | This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety. | 小如文化 | - | May 23, 2026 | |
Rats Survivors In-game content art | We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay. | Forge Games | - | May 23, 2026 | |
Total RepeAt In-game content audioart | This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion. | Total RepeAt | - | May 23, 2026 | |
The Matron of Ashes Unclear arttext | Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer. | Wyrmfang Forge | - | May 23, 2026 | |
バレットバラージュ-弾幕乱舞- Bullet Barrge In-game content art | We use AI in part of the character design | Logicule Studio | - | May 23, 2026 | |
Metro Anomaly In-game content art | AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand. | KEXO | - | May 23, 2026 | |
Pion's Theorem Store/marketing art | This game includes elements using Generative AI in some pre-produced content such as intro videos.
These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay. | KahluaSoft | - | May 23, 2026 | |
君は本当に家に帰りたいと思った事があるか In-game content art | We use AI tools to create some parts of the UI. | SolidSeed Co.,Ltd. | - | May 23, 2026 | |
The Last Student : Showa-Era Radio room In-game content arttext | Some background images and translations in this game were created using AI. | ZipanGames | - | May 23, 2026 | |
Japan Stigmatized Property3 -日本事故物件監視協会- In-game content | Some of the abnormal phenomena in this game include AI-generated content. | 日本事故物件監視協会 | 85 | May 23, 2026 | |
XiaoLuo's English War In-game content art | Some cutscene images were generated with AI . | LUO WENJUN | - | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
Neon Planet In-game content artaudiotext | Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer. | Neon Planet Studio | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Music Manager In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | May 23, 2026 | |
The Observation Exit In-game content art | This game uses AI-generated content in some images. | Kappatau Games | - | May 23, 2026 | |
CADDIE In-game content audio | CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course. | Dead Level | - | May 23, 2026 | |
Nightmare Before BlackGate In-game content artaudio | Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay. | JJ | - | May 23, 2026 | |
Thunder Tie Live AI | AI in this game is only used for the monsters their behavior. | T&T studios | - | May 23, 2026 | |
Slime's Blacksmith Dev only art | This game may use AI-assisted tools during development for visual or creative support. No real-time AI-generated content is used during gameplay. | The Drunken Slime Tavern | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
Write Night Unclear | Some assets might have been progressed with association of AI | Next Month Entertainment | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
防御前线 Store/marketing codeart | Code and promotional images generated by AI were used. | 爱喝可乐的咖啡 | - | May 23, 2026 | |
BULLET GIRL:ZOMBIE DEFENSE In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | May 23, 2026 | |
Aetheris Core In-game content audioarttext | I am a solo developer: the game design, combat, bosses, balance and visual effects are my own work. I am not a composer or an illustrator. Almost all of the music and most of the relic and character art are AI-generated from my direction. A few sound effects and a few textures are also AI-generated. Languages other than English are machine-translated. Japanese and Vietnamese were partly checked by fluent speakers. If a translation looks wrong, please tell me. | Kavik Studios | - | May 23, 2026 | |
60病 The 60-Second Syndrome In-game content text | We plan to use AI for some of the translations. | Matrix | - | May 23, 2026 | |
Hackflesh In-game content art | Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI. | NecoPlanet | - | May 23, 2026 | |
OVERRIDE PROTOCOL Live AI text | This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts.
Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release. | Peyote Gaming | - | May 23, 2026 | |
Shapemonger In-game content artaudiocode | Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding | Topito Games | - | May 23, 2026 | |
Magic Knights In-game content arttextcode | Generative AI tools were used during development to assist with writing and debugging parts of the game code. Some visual or text assets may have been created or edited with the assistance of generative AI. The game does not use live generative AI during gameplay. | 纯AI Studio | - | May 23, 2026 | |
HookahHouse Live AI artaudiotext | Some of the game's content was made with the help of AI tools and then finished by hand: some 3D models, the radio music, short voice lines and the illustrated intro scenes. Game design, code, animation, layouts, audio mixing and all final editing are our own work. An optional tableside chat generates short in-character replies during play on a server we operate. The game client holds no API keys; the server rate-limits requests, filters what goes in and what comes out, replaces anything filtered with a fixed written line, shows an AI mark while a generated line is on screen, and a Report button sends only the exchange and an anonymous session id to us for review. Some store artwork and marketing images were made with AI assistance. | Deca Digital LLC | - | May 23, 2026 | |
GummyGom Delivery In-game content text | AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration. | NEONORI | - | May 23, 2026 | |
Eternal Spring: Oblivion In-game content art | Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay. | MilitaryOblivion | - | May 23, 2026 |