This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands.
- Creator
- Artur Latkovsky
- Reviews
- -
- Added
- Oct 7, 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.
This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports. 2D assets: mix between AI and an Actual Human Designer and Artist. Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs. Music: Pixabay tracks.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
The game's three music tracks were generated with Suno (a generative AI tool) from prompts written for the game. The game's text and this store page were written with the help of an AI assistant, then reviewed by the team. No AI generates content while you play.
Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Generative AI was used to assist with translating in-game text into supported languages.
Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running.
Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer.
AI was used to generate our event assets, player assets, market good assets, icon assets.
2D concepts and art have been partially implemented.
Ai services are used to create some of the artwork and sounds in Lumentide.
Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay.
AI was used for translation and to support the development team throughout the project, including assistance with artwork and code.
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.
Generative AI was used as a development aid for selected content and assets. All final content was reviewed by the developer.
Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
This game used AI for localization. Translations only.
The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI.
AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services.
Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools
Background and Logo Created AI
AI tools assisted development and the preparation of store-page text and artwork. The game does not generate AI content during play.
Generative AI was used to create promotional artwork for the Steam store page and marketing materials.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
Some of the images in the game were stylized using AI.
An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID
The in-game text was localised with the help of generative AI.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Orange Braincell In-game content artaudiotextcode | This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands. | Artur Latkovsky | - | Oct 7, 2026 | |
破铜烂铁 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Oct 7, 2026 | |
Junk Rocket Party In-game content artaudiocodetext | This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service. | TOWA YOSHIDA | - | Oct 7, 2026 | |
Afterpub Live AI artaudiotext | 3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks. | ZEXP | - | Oct 7, 2026 | |
Iwanu Ga Hana In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
Needle: The 1% Challenge In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 7, 2026 | |
PATAPHONE In-game content audiotext | The game's three music tracks were generated with Suno (a generative AI tool) from prompts written for the game. The game's text and this store page were written with the help of an AI assistant, then reviewed by the team. No AI generates content while you play. | BenjaCorp at iolaCorp Studio | - | Oct 7, 2026 | |
Left! Left! LEFT! Store/marketing art | Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay. | Stellux Interactive | - | Oct 7, 2026 | |
HAMSTER WHEEL ISEKAI In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
I'M HIM! In-game content audiotext | Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs. | Hanamori Labs | - | Oct 7, 2026 | |
Tippidy Top Store/marketing artcode | Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay. | Lee Recioy | - | Oct 7, 2026 | |
We're Gonna Die In-game content artaudiocode | I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed. | Delusional | - | Oct 7, 2026 | |
Moon Sweepers In-game content text | Generative AI was used to assist with translating in-game text into supported languages. | DragDrop Games | - | Oct 7, 2026 | |
A Cup of Cat In-game content text | Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | fatcat | - | Oct 7, 2026 | |
Clocking Out In-game content arttextcode | Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running. | LEONARDOCODE | - | Oct 7, 2026 | |
今天你摸鱼了吗! Store/marketing art | Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer. | 粒子星尘 | - | Oct 7, 2026 | |
Merchants Demise In-game content art | AI was used to generate our event assets, player assets, market good assets, icon assets. | InbredJesus | - | Oct 7, 2026 | |
Little Bastards art | 2D concepts and art have been partially implemented. | NextGenuim | - | 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 | |
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 | |
Stopwatch Challenge In-game content textartcode | AI was used for translation and to support the development team throughout the project, including assistance with artwork and code. | Join Digital Land | - | 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 | |
Darts With Mates Dev only | Generative AI was used as a development aid for selected content and assets. All final content was reviewed by the developer. | Marulk Studio | - | Oct 6, 2026 | |
Bug Juice to Gigawatts In-game content artaudiotextcode | Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer. | Spectral Nuke | - | Oct 6, 2026 | |
ROUGH CROSSING In-game content artaudiotext | AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay. | Summer | - | Oct 6, 2026 | |
Summoner Shop Simulator In-game content art | AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content. | Odd Ritual Games | - | Oct 6, 2026 | |
Capture The Parcel In-game content text | This game used AI for localization. Translations only. | Pinching Pennies Studios LLC | - | Oct 6, 2026 | |
Reactor 13 In-game content text | The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI. | Vaaran Game Studio | - | Oct 5, 2026 | |
KPOP Idol Factory In-game content artaudio | AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services. | Jodelsoft | - | Oct 4, 2026 | |
Disarmed Forces In-game content artaudio | Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay. | BrushBurger | - | Oct 4, 2026 | |
Hold My Cargo In-game content arttextcode | Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services. | Favera Studio | - | Oct 4, 2026 | |
Oniyama Academy: 14 Days of Rough Love In-game content codetext | Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play. | ivan | - | Oct 4, 2026 | |
Cauldron Chaos Store/marketing art | Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team. | RavenMark Games | - | Oct 4, 2026 | |
Dust & Dig In-game content artaudio | Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools | EEE Games | - | Oct 3, 2026 | |
Duck Me Please! Store/marketing art | Background and Logo Created AI | noxg | - | Oct 3, 2026 | |
Sketch Defense Store/marketing arttext | AI tools assisted development and the preparation of store-page text and artwork. The game does not generate AI content during play. | WackyJacky101 | - | Oct 3, 2026 | |
THIS HOUSE HATES YOU Store/marketing art | Generative AI was used to create promotional artwork for the Steam store page and marketing materials. | Hyper Lab | - | Oct 3, 2026 | |
Owl Skips In-game content art | Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding. | OwlCommunity | - | Oct 3, 2026 | |
Hippocratic Chaos In-game content artaudio | Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay. | Maxilos | - | Oct 3, 2026 | |
Gimby In-game content codearttext | AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code. | Gimby Studios | - | Oct 3, 2026 | |
Pop the Balloon In-game content artaudiotext | This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play. | Myobia Motion Studio | - | Oct 3, 2026 | |
unligal In-game content art | Some of the images in the game were stylized using AI. | RUKA Industries | - | Oct 3, 2026 | |
CropCorp In-game content codetext | An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID | Web Level Up | - | Oct 3, 2026 | |
Dr. Tod's Very Good Clinic In-game content text | The in-game text was localised with the help of generative AI. | Natto Chicken | - | Oct 3, 2026 | |
Shred Inc. In-game content artaudio | Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service. | Otter Game Forge | - | Oct 3, 2026 | |
Wedding Runner In-game content arttextcode | This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play. | Protoward LLC. | - | Oct 3, 2026 | |
SCREW IT! In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay. | 352 Interactive | - | Oct 3, 2026 | |
CUE-RIOUS In-game content arttext | Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service. | Grill Kinetic LLC | - | Oct 3, 2026 | |
Alien or Duck! Dev only art | Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab. | Aliens Pro-StudioZ | - | Oct 3, 2026 |