Some game code and translations in different languages using AI.
- Creator
- Bitmoss
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some game code and translations in different languages using AI.
Includes prerecorded AI-generated enemy voices, AI-generated promotional artwork in the Steam assets and trailer, and AI-assisted store-page translations awaiting native review. No AI content is generated during gameplay.
Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes. All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
Fighter mugshots have been generated with the use of AI image generation, with post-AI editing.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
Placeholders.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0%
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
AI-GENERATED CONTENT Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer. All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
AI was used for some portions of code. All art is hand drawn and all game design and ideas are our own.
Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools.
Ransom Wave uses generative AI during gameplay. The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs. The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled.
AI tools were used to enhance the quality of authentic WW2-era photographs used in the game.
Generative AI was used to create some of the game's artwork and visual assets.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
The current game features temporary music tracks generated using AI. We plan to replace these with original compositions created specifically for the game by the full release or future updates.
Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay.
The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video
Only alien images were generated using AI.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
Some code generated thru IA
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Game logo and cover art made with ai tools. Game menu icons made ai tools
Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay.
Artificial intelligence was used to generate character images and code assisted programming.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play.
Some graphical assets were created using generative AI during development.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Generative AI tools were used during development to create certain content included with the game: Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures. Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds. Music: A portion of the in-game music was generated using AI music tools.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images. The text of this store page was written with AI help, from my own notes and my own story, and edited by me. The game does not create any AI content while you play: everything you see was made before release.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
This game was made by one developer working with an AI coding assistant. No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer. No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Kingdom Blackjack In-game content codetext | Some game code and translations in different languages using AI. | Bitmoss | - | Oct 12, 2026 | |
flingkeep In-game content audioarttext | Includes prerecorded AI-generated enemy voices, AI-generated promotional artwork in the Steam assets and trailer, and AI-assisted store-page translations awaiting native review. No AI content is generated during gameplay. | Nextgenrun games | - | Oct 12, 2026 | |
Joker's Knock Store/marketing arttext | Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay. | Noxam | - | Oct 12, 2026 | |
Drillionaire In-game content art | LLMs have been used to generate the majority of art for this game due to this being made by a solo dev. | Caos Creations | - | Oct 12, 2026 | |
Tales & Duels In-game content text | The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer. | NORU | - | Oct 12, 2026 | |
Genesis: Blue vein In-game content text | Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description. | Recovery Area | - | Oct 12, 2026 | |
DECIBLOW In-game content textaudio | DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level). | Feral Games Studio | - | Oct 12, 2026 | |
The Stable: Championship Boxing Manager In-game content art | Fighter mugshots have been generated with the use of AI image generation, with post-AI editing. | GO Studio | - | Oct 12, 2026 | |
Calling In-game content audio | Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game. | MatsuOkaGumi | - | Oct 12, 2026 | |
Super Survivors general | Placeholders. | Mega Drill | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
BILLIONAIRE'S BUNKER In-game content code | Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0% | EAT THE RICH | - | Oct 12, 2026 | |
Idle Legions Dev only art | An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer. | ALPACA TEAM | - | Oct 12, 2026 | |
穷鬼村物语 Store/marketing art | Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially. | brokie_bro_peilin | - | Oct 12, 2026 | |
MVP - The Card Game In-game content textart | All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI. | 4L3SS104 | - | Oct 12, 2026 | |
KickOff In-game content artaudiocode | AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model. | SET UNIVERSE | - | Oct 12, 2026 | |
Keystrike Dev only code | AI was used for some portions of code. All art is hand drawn and all game design and ideas are our own. | Usiah Barnes | - | Oct 12, 2026 | |
Everbreak In-game content textart | Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools. | unomy | - | Oct 12, 2026 | |
赎命电波 Live AI textaudio | Ransom Wave uses generative AI during gameplay.
The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs.
The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled. | Unscientific Games | - | Oct 12, 2026 | |
Field Orders: Eastern Front In-game content art | AI tools were used to enhance the quality of authentic WW2-era photographs used in the game. | Chronotactica | - | Oct 12, 2026 | |
Casino defense In-game content art | Generative AI was used to create some of the game's artwork and visual assets. | Devanda labs | - | Oct 12, 2026 | |
8-Bit Buhurt: Combat Club In-game content textart | Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer | Bonkworks Studios, LLC | - | Oct 12, 2026 | |
Pissant In-game content textaudiocode | Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service. | ClaudetoCEO | - | Oct 12, 2026 | |
Your Sweet Little Kitty In-game content text | Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game. | Nad∅ | - | Oct 11, 2026 | |
Akgwi Slash In-game content audio | The current game features temporary music tracks generated using AI. We plan to replace these with original compositions created specifically for the game by the full release or future updates. | Funnection | - | Oct 11, 2026 | |
Knightoria Store/marketing art | Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay. | Veyransia Studios | - | Oct 11, 2026 | |
先成仙再说 Store/marketing art | The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video | Yuexin | - | Oct 11, 2026 | |
QSO7 In-game content art | Only alien images were generated using AI. | John Nash | - | Oct 11, 2026 | |
Exodus Survivors In-game content artaudiocode | Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process. | Joan Sabé Martínez | - | Oct 11, 2026 | |
BugFactory Dev only code | Some code generated thru IA | Renzo Villella | - | Oct 11, 2026 | |
No One Came Back In-game content artaudiocodetext | The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running. | ImpressaEntertainment,Inc. | - | Oct 10, 2026 | |
Super Clown Save Santa In-game content art | Game logo and cover art made with ai tools.
Game menu icons made ai tools | Valkeala Software | - | Oct 10, 2026 | |
Dagesh In-game content art | Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay. | Buggy Code | - | Oct 10, 2026 | |
你的老婆和你妈 In-game content artcode | Artificial intelligence was used to generate character images and code assisted programming. | Gamevati | - | Oct 10, 2026 | |
Spring Breeze Shokudo In-game content textcode | Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used. | AOYUE DESIGN | - | Oct 10, 2026 | |
The Scratcher In-game content artaudiotext | Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play. | Terra Somnia Studio | - | Oct 10, 2026 | |
TBT : TaskBarTimber Dev only art | Some graphical assets were created using generative AI during development. | AINFORGE | - | Oct 10, 2026 | |
Astra Genesis In-game content art | Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay. | Revo Games | - | Oct 10, 2026 | |
Bubble Hunters In-game content artaudio | Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team. | DREAMPATH | - | Oct 10, 2026 | |
Halaskargazi In-game content artaudiotext | Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools. | Sinan Soyalıç | - | Oct 10, 2026 | |
Stack Coffee Shop In-game content artcode | AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay. | JayZed | - | Oct 10, 2026 | |
Provincia Wars In-game content art | Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay. | William FS | - | Oct 10, 2026 | |
Wallbreaker In-game content artaudiotext | Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay. | LHJ | - | Oct 10, 2026 | |
They Keep Coming In-game content artcode | AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play. | McHunter Studio | - | Oct 10, 2026 | |
Pack Goblin In-game content arttext | I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release. | JOPA Studio | - | Oct 10, 2026 | |
萤光之旅 In-game content art | Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay. | 萤光工作室 | - | Oct 10, 2026 | |
Tiny Club Manager In-game content textartaudio | Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running. | Kalgator | - | Oct 10, 2026 | |
Ardhan In-game content artaudiotext | Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service. | Ștefan Mihai Șerb | - | Oct 10, 2026 | |
Quota: Hit Your Number In-game content text | This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service. | Alexander Schlegel | - | Oct 10, 2026 | |
KAYFABE In-game content artcode | AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay. | Laughing Gorilla | - | Oct 10, 2026 |