AI was used to help find bugs, create some art, music, and game content. The game itself was designed and made by humans.
- Creator
- Mytharia
- Reviews
- 29
- Added
- Jun 27, 2026
Public Steam disclosure research 25,380 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.
AI was used to help find bugs, create some art, music, and game content. The game itself was designed and made by humans.
LLMs has been used for debugging, documentation, coding, and also for improving of grammar of some text.
Generative AI was used to assist with the translation and localization of menu text and interface elements, and to help create graphic assets for the Steam store page. All content was reviewed and approved by the developer before publication.
This game was developed by a solo developer with the help of generative AI tools. Pre-Generated AI Use (during development): - Some icons and illustrations (achievements, graphical elements) were created using AI image generation tools - Source code was written with the assistance of AI coding tools - Multilingual translations were reviewed and refined with AI assistance No generative AI runs while you play. All dialogues, events, gameplay mechanics, and in-game content were designed and written manually by the developer. No player data is sent to any external AI service. --- Ce jeu a été développé par un développeur solo avec l'aide d'outils d'intelligence artificielle générative. Utilisation de l'IA pendant le développement (Pre-Generated) : - Génération de certaines icônes et illustrations (succès, éléments graphiques) à l'aide d'outils d'IA d'image - Assistance à l'écriture du code source via des assistants IA (similaire à GitHub Copilot) - Vérification et révision des traductions multilingues Aucune IA générative ne tourne pendant que vous jouez. Tous les dialogues, événements, mécaniques et contenus du jeu ont été conçus et écrits manuellement par le développeur. Aucune donnée joueur n'est envoyée à un service d'IA externe.
AI has been used to generate some of the logos for the fictional companies/websites and some of their content
AI tools were used to assist with concept art direction, store artwork iteration, written content, UI text refinement, and creative planning. All final content was reviewed, edited, and implemented by the developer.
OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay.
Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play.
Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools.
Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made.
Most of the code and game assets are AI-generated.
Only use generative AI to assist in programming.
Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing.
AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer.
Code written with AI assistance. Use AI to generate descriptions for planets.
AI generated art, models, sounds, music, localizations.
Some 2D visual assets in Orbsmith — including item icons, enemy artwork, environment backgrounds, UI elements, and store page imagery — were created using generative AI tools as part of an iterative pipeline involving custom prompts, human curation, and post-processing in Photoshop. All gameplay code, game design, mechanics, balancing, item systems, and audio are created by the developer without generative AI. No AI content is generated live during gameplay. All assets are static and shipped with the build.
Some Music assets were created with the help of AI tools.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
All the graphics are made with AI
Some of the games code has been generated by AI.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
AI was used to assist with localization for supported languages. No AI was used for in-game visual assets, sound effects, or music.
Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions.
Some sound effects in this game were created using generative AI.
Localizing the steam page and in-game text for non-English languages
2 of the images in-game are generated by AI. A locally-run AI model on my own computer. No water was used to generated these images.
This game uses generative AI only for content prepared prior to release, not while you play. • Store and marketing images (such as library artwork and app icons) may include elements created with generative image tools, then reviewed and edited by the developer. • Non-English interface text and localized Steam store descriptions may be produced or assisted by machine translation (including automated translation services), then reviewed where possible. Gameplay visuals are primarily programmatic pixel-style graphics generated by the game engine. Zone layouts are procedurally arranged by game logic, not by a generative AI model during play. The game does not use generative AI to create new images, audio, or narrative for you during gameplay, and it does not connect to third-party generative AI services while you are playing.
Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read.
Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets. The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer.
Generative AI tools were used only to assist with the creation and editing of some Steam store page content, including store page text and promotional visual assets. The game itself does not use generative AI during gameplay. No AI-generated content is produced live while the player is playing, and the game does not connect to any external third-party AI service.
I used AI to help write the code for this game.
AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music.
As an indie project, this game uses machine translation for some of the languages. No AI was used for the source text, artwork or sound.
We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game.
This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality.
Yes, some environment elements and decorative assets in the game were created with the assistance of generative AI. All AI-generated content has been manually edited and polished to ensure it fits the game's overall art style and to guarantee the absence of any prohibited content.
All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer.
Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer.
Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements.
AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art.
AI was used for creation of store page art assets and translation to languages other than English and German.
Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V." In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence. Here is exactly how we let the machine do our jobs: - Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any. - Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos. - Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer. - Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats. We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage.
Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI.
All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
A portion of the in-game assets and promotional images were created using AI generation tools.
We use AI for code review and task scheduling.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
AI-Assisted Production
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Upgradia In-game content artaudio | AI was used to help find bugs, create some art, music, and game content.
The game itself was designed and made by humans. | Mytharia | 29 | Jun 27, 2026 | |
Cradle of the Dark Brood Dev only textcode | LLMs has been used for debugging, documentation, coding, and also for improving of grammar of some text. | RyuseGames | 30 | Jun 27, 2026 | |
CORGI & WOOLLY - Little Horizon - Store/marketing textart | Generative AI was used to assist with the translation and localization of menu text and interface elements, and to help create graphic assets for the Steam store page. All content was reviewed and approved by the developer before publication. | PICO studio | - | Jun 27, 2026 | |
Wall Street Tycoon In-game content artcodetext | This game was developed by a solo developer with the help of generative AI tools.
Pre-Generated AI Use (during development):
- Some icons and illustrations (achievements, graphical elements) were created using AI image generation tools
- Source code was written with the assistance of AI coding tools
- Multilingual translations were reviewed and refined with AI assistance
No generative AI runs while you play. All dialogues, events, gameplay mechanics, and in-game content were designed and written manually by the developer. No player data is sent to any external AI service.
---
Ce jeu a été développé par un développeur solo avec l'aide d'outils d'intelligence artificielle générative.
Utilisation de l'IA pendant le développement (Pre-Generated) :
- Génération de certaines icônes et illustrations (succès, éléments graphiques) à l'aide d'outils d'IA d'image
- Assistance à l'écriture du code source via des assistants IA (similaire à GitHub Copilot)
- Vérification et révision des traductions multilingues
Aucune IA générative ne tourne pendant que vous jouez. Tous les dialogues, événements, mécaniques et contenus du jeu ont été conçus et écrits manuellement par le développeur. Aucune donnée joueur n'est envoyée à un service d'IA externe. | Stress Interactive | - | Jun 27, 2026 | |
Working From Home In-game content art | AI has been used to generate some of the logos for the fictional companies/websites and some of their content | Hot Soup Studios | - | Jun 27, 2026 | |
Legacy of the Ark: The Long Awakening Store/marketing arttext | AI tools were used to assist with concept art direction, store artwork iteration, written content, UI text refinement, and creative planning. All final content was reviewed, edited, and implemented by the developer. | Broken Ark Studios | 31 | Jun 27, 2026 | |
OUTWORKS In-game content artaudiocode | OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
Taskbar Caravan Store/marketing text | Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay. | syunpp | - | Jun 27, 2026 | |
Guild Idle In-game content arttextcode | Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play. | GuildIdleDev | - | Jun 16, 2026 | |
CryptoGrid In-game content artcode | Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools. | TELSON INTERACTIVE | - | Jun 16, 2026 | |
Cosy Space In-game content art | Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made. | Null8Fünfzehn Studios | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
Alchemist's Arcana Dev only code | Only use generative AI to assist in programming. | WeaveGameStudio | - | Jun 16, 2026 | |
Singularity Echoes In-game content art | Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing. | Null Axiom | - | Jun 15, 2026 | |
Chop Loop In-game content artaudio | AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer. | Lebleby Games | - | Jun 15, 2026 | |
Star Colony Unclear codetext | Code written with AI assistance.
Use AI to generate descriptions for planets. | Gumou | - | Jun 15, 2026 | |
Desktop Hellfarmer In-game content artaudiotext | AI generated art, models, sounds, music, localizations. | Fesunenko Games | - | Jun 14, 2026 | |
Orbsmith art | Some 2D visual assets in Orbsmith — including item icons,
enemy artwork, environment backgrounds, UI elements, and
store page imagery — were created using generative AI tools
as part of an iterative pipeline involving custom prompts,
human curation, and post-processing in Photoshop.
All gameplay code, game design, mechanics, balancing, item
systems, and audio are created by the developer without
generative AI.
No AI content is generated live during gameplay. All assets
are static and shipped with the build. | Giroshima | - | Jun 14, 2026 | |
Slime Jamboree In-game content audio | Some Music assets were created with the help of AI tools. | Dincicode | - | Jun 13, 2026 | |
GobboQuestIdle In-game content art | Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator. | LarkeGames | - | Jun 13, 2026 | |
Kids Arcade In-game content art | All the graphics are made with AI | Joaquim Junque de Fortuny | - | Jun 13, 2026 | |
Funk&Fortune Dev only code | Some of the games code has been generated by AI. | Simon W. Rasmussen | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Space Chickens In-game content text | AI was used to assist with localization for supported languages. No AI was used for in-game visual assets, sound effects, or music. | Tabsil | - | Jun 12, 2026 | |
Mage of Corruption In-game content artcode | Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions. | BD Interactive | - | Jun 12, 2026 | |
How To Destroy A City In-game content audio | Some sound effects in this game were created using generative AI. | Studio LEF | - | Jun 12, 2026 | |
Into the Planet's Flesh In-game content text | Localizing the steam page and in-game text for non-English languages | Chugget | - | Jun 12, 2026 | |
Backrooms: Exit 8 In-game content art | 2 of the images in-game are generated by AI.
A locally-run AI model on my own computer.
No water was used to generated these images. | Luke Gayson | - | Jun 11, 2026 | |
Never Ending Hero RPG In-game content arttext | This game uses generative AI only for content prepared prior to release, not while you play.
• Store and marketing images (such as library artwork and app icons) may include elements created with generative image tools, then reviewed and edited by the developer.
• Non-English interface text and localized Steam store descriptions may be produced or assisted by machine translation (including automated translation services), then reviewed where possible.
Gameplay visuals are primarily programmatic pixel-style graphics generated by the game engine. Zone layouts are procedurally arranged by game logic, not by a generative AI model during play.
The game does not use generative AI to create new images, audio, or narrative for you during gameplay, and it does not connect to third-party generative AI services while you are playing. | Missroot | 14 | Jun 11, 2026 | |
Thirsty Snail Live AI text | Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read. | moyumoyu | - | Jun 11, 2026 | |
Village Coop Clicker In-game content artaudiocodetext | Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets.
The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer. | DoMi Games | - | Jun 11, 2026 | |
Restroom Business Simulator Store/marketing arttext | Generative AI tools were used only to assist with the creation and editing of some Steam store page content, including store page text and promotional visual assets. The game itself does not use generative AI during gameplay. No AI-generated content is produced live while the player is playing, and the game does not connect to any external third-party AI service. | Huseyin Onur | - | Jun 9, 2026 | |
Tech Empire Dev only code | I used AI to help write the code for this game. | sora5801 | - | Jun 9, 2026 | |
Bitloop In-game content text | AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music. | Faven Games | - | Jun 9, 2026 | |
The Line Must Not Stop In-game content text | As an indie project, this game uses machine translation for some of the languages.
No AI was used for the source text, artwork or sound. | ArcoDev | - | Jun 9, 2026 | |
Idle Slots: Casino HQ In-game content code | We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game. | Bit Boy Games | - | Jun 9, 2026 | |
异星战场 In-game content artaudiotext | This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality. | TapfunGame | - | Jun 9, 2026 | |
100 Hidden Cats Stream Life In-game content art | Yes, some environment elements and decorative assets in the game were created with the assistance of generative AI. All AI-generated content has been manually edited and polished to ensure it fits the game's overall art style and to guarantee the absence of any prohibited content. | BandaIt | - | Jun 8, 2026 | |
Mortie College In-game content artaudiotextcode | All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer. | Mor10 Productions | - | Jun 8, 2026 | |
Ticker Panic In-game content audioarttext | Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer. | Leveraged Interactive | - | Jun 8, 2026 | |
DeepSeaIdle: Infinity Abyss In-game content audio | Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements. | HIGHKICKSTUDIO | - | Jun 8, 2026 | |
A Game About Clicking A Rock In-game content audioart | AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art. | SleeplessDogStudio | - | Jun 7, 2026 | |
Pinfinity - Incremental Pinball In-game content arttext | AI was used for creation of store page art assets and translation to languages other than English and German. | Morse Morse Games | - | Jun 7, 2026 | |
AI Slop In-game content arttextcodeaudio | Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V."
In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence.
Here is exactly how we let the machine do our jobs:
- Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any.
- Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos.
- Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer.
- Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats.
We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage. | Recoil Mojo | - | Jun 7, 2026 | |
Scared Numbers In-game content text | Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI. | vsaik | - | Jun 6, 2026 | |
Supermarket Chaos In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | BunnyHop | 985 | Jun 6, 2026 | |
Daily Brew Idle: Milk Tea Tycoon In-game content art | A portion of the in-game assets and promotional images were created using AI generation tools. | 天道(Tiandao Games) | - | Jun 6, 2026 | |
Milichess Dev only code | We use AI for code review and task scheduling. | Prairieville Games | - | Jun 5, 2026 | |
Goblins for Good In-game content text | Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com | HolyCowCreates | - | Jun 4, 2026 | |
润之 Unclear | AI-Assisted Production | Yunru | 194 | Jun 4, 2026 |