Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
- Creator
- Job's Done Games
- Reviews
- -
- Added
- Oct 9, 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.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
AI was used for some sounds or small textures
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Most of the 3D models appearing in this game, including the main protagonist and various objects, were generated and modeled using generative AI tools. While some of the programming code was also generated with the assistance of generative AI (such as Gemini), all tasks—including implementation, fine-tuning gameplay behaviors, overall game design, and adjustments—were carried out manually by a solo human developer.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play.
Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI was used to assist in creating some of the artwork in the game.
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review. The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated. Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game. Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing.
AI tools were used in a limited capacity for a few prop images such as the photographs in the main house, and translation of some Javanese writings. All AI-assisted content was carefully reviewed and approved by humans to ensure it was appropriate and respectful, the final product is a reflection of our own cultural identity and creativity.
This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision.
Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations
AI was used for translation, to check terminology consistency, and to translate Steam store descriptions.
Menu art is generated by AI
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay.
The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists.
Cover art made with the help of AI tools.
Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs.
Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
i used ai to help make this game
Yes. The boss portraits
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 Pixel Art artist.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
AI was used to translate the following languages: - English - Portuguese-BR
During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service.
Generative AI Usage Disclosure Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets. All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service.
Ai services are used to create some of the artwork and sounds in Lumentide.
Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
AI-assisted coding and editor automation tools were used during development for workflow efficiency. No AI-generated art, audio, narrative, or other player-facing content is included in the game.
Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create artwork, character voices, sound effects, and portions of the written content. AI-generated artwork is also used in the store page and promotional materials. These assets are prepared in advance; the game does not generate AI content or connect to generative AI services during gameplay.
This game uses AI to generate some models, textures, and even some mechanics.
AI was used to create the game's main capsule artwork. The artwork was subsequently modified and edited by the developer.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
Some content in this game was created with the help of generative AI during development. - Drafts of in-game text such as news articles, interviews and guidance messages - Translations into languages other than Korean - Some graphic elements, such as karts and maps
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
i have used ai to help me make this game
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Marble Factory In-game content audio | Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running. | Job's Done Games | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
NO SHELTER art | AI was used for some sounds or small textures | Rough Devs | - | Oct 9, 2026 | |
Song Bao's Adventure In-game content artaudiotext | The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime. | Song Bao | - | Oct 9, 2026 | |
Abenteurergildenmeister In-game content text | The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI. | Oiko | - | Oct 9, 2026 | |
This is Ikebukuro In-game content artcode | Most of the 3D models appearing in this game, including the main protagonist and various objects, were generated and modeled using generative AI tools. While some of the programming code was also generated with the assistance of generative AI (such as Gemini), all tasks—including implementation, fine-tuning gameplay behaviors, overall game design, and adjustments—were carried out manually by a solo human developer. | Minovation Games | - | Oct 9, 2026 | |
MNEMOALGIA In-game content artaudio | During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio. | Mnemodev | - | Oct 9, 2026 | |
Shattersong In-game content artaudio | Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play. | Matt Lionheart | - | Oct 9, 2026 | |
ひねくれクエスト In-game content arttext | Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay. | PAYGAMES | - | Oct 9, 2026 | |
MiniHero: Wonderbound In-game content art | Generative AI was used to assist in creating some of the artwork in the game. | PixelHaven | - | Oct 9, 2026 | |
Locard Dev only code | Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running. | JinjaGames | - | Oct 9, 2026 | |
Subject Zero In-game content textart | Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way. | Niobium Labs | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
The President: 20th Century 2 In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Oct 9, 2026 | |
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
Rind Town In-game content art | All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game.
Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing. | Sehr Games | - | Oct 9, 2026 | |
Night of Suro: Tulang Wangi In-game content arttext | AI tools were used in a limited capacity for a few prop images such as the photographs in the main house, and translation of some Javanese writings. All AI-assisted content was carefully reviewed and approved by humans to ensure it was appropriate and respectful, the final product is a reflection of our own cultural identity and creativity. | Bunnydog Studio | - | Oct 9, 2026 | |
Thalenor's Descent In-game content artaudio | This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision. | FDDG Interactive | - | Oct 8, 2026 | |
Landlord Simulator In-game content audioarttext | Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations | BeyondPlanet | 32 | Oct 8, 2026 | |
Bore Bore In-game content text | AI was used for translation, to check terminology consistency, and to translate Steam store descriptions. | YMY Games | - | Oct 8, 2026 | |
Out of Orbit In-game content art | Menu art is generated by AI | Josh | - | Oct 8, 2026 | |
Myrridon In-game content art | We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits. | 3AM Games | - | Oct 8, 2026 | |
Up & Over In-game content arttext | AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay. | PlayCraft Games | - | Oct 8, 2026 | |
Zero League In-game content textcode | The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists. | Zeromossdev | - | Oct 7, 2026 | |
Grog & Grudges Store/marketing art | Cover art made with the help of AI tools. | Akin Games | - | Oct 7, 2026 | |
Padel Manager 27 In-game content audiotext | Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs. | Sácame de Pobre SA | - | Oct 7, 2026 | |
The Debt of Chronos In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players. | NozKaia Games | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
Common Darkness In-game content artaudiotext | AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page. | One More Turn Games | - | Oct 7, 2026 | |
Jin Gambit In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay. | Dratiny Studio | - | Oct 7, 2026 | |
WebBound Solitaire In-game content art | Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay. | ParALImedia | - | Oct 7, 2026 | |
SinkTheFish Unclear | i used ai to help make this game | groundhogheist | - | Oct 7, 2026 | |
The Last Ace - Blackjack Roguelike In-game content art | Yes. The boss portraits | InbredJesus | - | Oct 7, 2026 | |
Beyond 90: A Footballer's Life 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 Pixel Art artist. | WASD Games | - | Oct 7, 2026 | |
江湖一牌:无情武林 / Ace of Jianghu In-game content artaudiotext | The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer. | 墨劍 Ink Blade | - | Oct 7, 2026 | |
Hex and Hearth Unclear text | AI was used to translate the following languages:
- English
- Portuguese-BR | Caracara | - | Oct 7, 2026 | |
FOOTBALL EXECUTIVE 27 In-game content codetext | During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service. | ZERE STUDIOS | - | Oct 7, 2026 | |
一镜到底! In-game content artcode | Generative AI Usage Disclosure
Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets.
All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service. | Coach Gao | - | Oct 7, 2026 | |
Lumentide In-game content artaudio | Ai services are used to create some of the artwork and sounds in Lumentide. | SonicDMG Games | - | Oct 7, 2026 | |
Final Stand: Zombie Roguelite In-game content art | Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer. | Atc Games | - | Oct 7, 2026 | |
Whispers Between Worlds Dev only code | AI-assisted coding and editor automation tools were used during development for workflow efficiency. No AI-generated art, audio, narrative, or other player-facing content is included in the game. | gibbletiggle | - | Oct 7, 2026 | |
PHUY In-game content art | Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay. | Viridian St. | - | Oct 7, 2026 | |
Dreadmarch TD In-game content artaudiotext | Generative AI tools were used during development to create artwork, character voices, sound effects, and portions of the written content. AI-generated artwork is also used in the store page and promotional materials. These assets are prepared in advance; the game does not generate AI content or connect to generative AI services during gameplay. | Haboon | - | Oct 6, 2026 | |
Patients In-game content artcode | This game uses AI to generate some models, textures, and even some mechanics. | Saintsscs | - | Oct 6, 2026 | |
Duck Duck Run Store/marketing art | AI was used to create the game's main capsule artwork. The artwork was subsequently modified and edited by the developer. | Olivier RAYON | - | Oct 6, 2026 | |
Tales of the Southern Seas In-game content artaudiotext | This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay. | Lazycat Interactive | - | Oct 6, 2026 | |
Kart League Manager In-game content textart | Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps | Flowdot | - | Oct 6, 2026 | |
StoryNow Live AI art | StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service. | pakyinwww | - | Oct 6, 2026 | |
AnimalCheckers Unclear | i have used ai to help me make this game | groundhogheist | - | Oct 6, 2026 | |
TAKEN Store/marketing art | Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay. | MIZANUR RAHMAN | - | Oct 6, 2026 |