Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
- Creator
- Cogitans Games
- Reviews
- -
- Added
- Aug 29, 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.
Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
AI-assisted artwork
Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork. AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production. The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay.
Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players.
Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release.
Since we developed the game with two people and didn't have a budget, we created some models using artificial intelligence.
This game uses generative AI to create visual art assets (plants, scenery, animals, UI, etc.) during development. In-game, the cat companion's chat dialogue is generated in real time by a local AI model that runs entirely offline on the player's device; no player input is sent to any external service.
The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated.
AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build. All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces.
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0).
Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools. The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
AI-assisted tools were used during parts of the development process.
Generative AI was used during development to create and refine some pre-generated visual assets, including cat character and animation sprites, backgrounds, decorative items, achievement icons, and selected store and marketing artwork. Every generated asset was reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content at runtime and does not connect to external AI services during play.
AI was used for translations and some of the in-game and store artwork.
Generative AI was used to assist with 2D art ideation and localization.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools
Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
This game was developed by a single person, with support from artificial intelligence in various areas.
To streamline the creative workflow, this game incorporates AI-assisted tools. AI was employed for initial code prototyping and some asset creation; however, every aspect of the game has been extensively reviewed, modified, and refined to ensure high-quality performance and consistency.
Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay.
Generative AI was used in some of the 3D models.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
The advertising images on some store pages and the background images in games are generated by AI
Every visual asset in the game is an open-source, licensed, open-source pixel icon, or a real in-game render. no AI image production. Some of the game codes were written with AI-assisted development tools under the direct supervision of the developer, and localization was human-inspired for all sentences after machine translation initials. There is no real-time AI creation in the game
During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers.
This game contains AI-generated code
ElevenLabs was used to create pre-recorded voice-over/narration audio, including some trailer narration. Some existing promotional/store page images were edited with AI-assisted tools for cleanup, enhancement, and visual polishing. These images were not generated from scratch by AI. No AI-generated content is generated live during gameplay, and the game does not use live AI systems during play.
Generative AI was used in the creation of reaction sound effects (burning, explosions, electricity etc.) only. All music and imagery is human-made and attributed.
The promotional image was created using AI
Some store page marketing images, capsule assets, and promotional screenshots were created or edited with generative AI and then reviewed and adjusted for layout, sizing, and text. The game does not use live generative AI during gameplay, and it does not connect to any third-party AI service while players are playing.
2D art and some in-game text were made with generative AI tools and hand-edited.
AI was used for some item names, descriptions, and localization.
All Pictures are Ai generatet. All Voices are Ai generatet.
AI was used to assist with the localization (translation) of this game.
Generative AI tools were used to assist with drafting and editing store page text and marketing descriptions. All final content is reviewed and edited by the developer.
Temporary images for furniture and clothing icons within the game, some promotional materials and banners, text translation, and some temporary sound files were created using AI. All in-game content will be replaced with human-made work before the game’s release.
By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline: - 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand. - Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us. - Localization — translations are drafted with AI assistance and reviewed before release. All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed.
AI illustrations were used for some bullets, bosses, and background images.
The marketing capsule images used on the Steam store page are AI‑generated.
The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service.
AI-generated content was used for the Steam Store images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Farmer's Kitchen In-game content art | Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art. | Cogitans Games | - | Aug 29, 2026 | |
Comic Shop Tycoon In-game content art | Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running. | Phenixx Studios | - | Aug 28, 2026 | |
RuneEra In-game content artaudio | Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running. | Spellstead Games | - | Aug 28, 2026 | |
CoasterWorks Dev only code | Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services. | CoasterWorks | - | Aug 25, 2026 | |
不吃鱼 DonEatFish Unclear art | AI-assisted artwork | Steeped Sky Studio | - | Aug 24, 2026 | |
BURST NOIR - Fireworks Simulator In-game content artcodetext | Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork.
AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production.
The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay. | FerioWorks | - | Aug 22, 2026 | |
Dwellune: A Cozy Focus Room Store/marketing art | Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players. | IvanLau | - | Aug 22, 2026 | |
Ebru Artist Simulator In-game content art | Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release. | Stillwater Studio | - | Aug 22, 2026 | |
Maria IV: A Cozy Botanical Sim In-game content art | Since we developed the game with two people and didn't have a budget, we created some models using artificial intelligence. | DoubleShot Games | - | Aug 22, 2026 | |
我的窗台花园(My Windowsill Garden) Live AI arttext | This game uses generative AI to create visual art assets (plants, scenery, animals, UI, etc.) during development. In-game, the cat companion's chat dialogue is generated in real time by a local AI model that runs entirely offline on the player's device; no player input is sent to any external service. | 咸鱼自在工作室 | - | Aug 20, 2026 | |
Re:Draw In-game content text | The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated. | kam_ushek99 | - | Aug 19, 2026 | |
memory cafe Dev only codeart | AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build.
All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces. | Twiggy gaming | - | Aug 19, 2026 | |
Cozy Home Designer In-game content arttext | 2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing. | Jonas Tag | - | Aug 19, 2026 | |
Retail Nation: My Supermarket In-game content arttext | Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay. | PerforMetric | - | Aug 17, 2026 | |
でんでんブロック In-game content text | This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0). | R.U Studio | - | Aug 17, 2026 | |
Beach Manager Simulator Store/marketing art | Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play. | E&Y Studio | - | Aug 16, 2026 | |
FreshSheets Dev only | AI-assisted tools were used during parts of the development process. | IGBS ZSTUDIO | - | Aug 16, 2026 | |
My Desktop Cat In-game content art | Generative AI was used during development to create and refine some pre-generated visual assets, including cat character and animation sprites, backgrounds, decorative items, achievement icons, and selected store and marketing artwork. Every generated asset was reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content at runtime and does not connect to external AI services during play. | hirsch-dev | - | Aug 16, 2026 | |
Daily Botanica In-game content textart | AI was used for translations and some of the in-game and store artwork. | Cyvana | - | Aug 16, 2026 | |
Screw It In-game content arttext | Generative AI was used to assist with 2D art ideation and localization. | Kyrel | - | Aug 16, 2026 | |
Metabolis In-game content codeaudioart | Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services. | QUENCH FORGE | - | Aug 13, 2026 | |
Motel Owner Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation. | GOGAME | - | Aug 12, 2026 | |
Froggous Grove In-game content audio | The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow. | Bloom³ | - | Aug 11, 2026 | |
Mochi In-game content art | Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game. | Levir Studio | - | Aug 11, 2026 | |
Farmous In-game content art | Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools | Besir KAYRAN | - | Aug 4, 2026 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Royale Smith Unclear | This game was developed by a single person, with support from artificial intelligence in various areas. | Poison Mushroom Interactive | - | Jul 30, 2026 | |
God Save Wrist In-game content codeart | To streamline the creative workflow, this game incorporates AI-assisted tools. AI was employed for initial code prototyping and some asset creation; however, every aspect of the game has been extensively reviewed, modified, and refined to ensure high-quality performance and consistency. | PBH production | - | Jul 29, 2026 | |
Cozy Airways In-game content artaudio | Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay. | ioStudios | - | Jul 29, 2026 | |
Snitch Switch In-game content art | Generative AI was used in some of the 3D models. | Talya Games | - | Jul 23, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 | |
Cloud Atlas Store/marketing art | The advertising images on some store pages and the background images in games are generated by AI | Summer Games | - | Jul 22, 2026 | |
Nine Winters In-game content codetext | Every visual asset in the game is an open-source, licensed, open-source pixel icon, or a real in-game render. no AI image production. Some of the game codes were written with AI-assisted development tools under the direct supervision of the developer, and localization was human-inspired for all sentences after machine translation initials. There is no real-time AI creation in the game | KKIRI Studio | - | Jul 20, 2026 | |
时装工坊 In-game content artaudio | During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers. | Super alloy | - | Jul 17, 2026 | |
Project File Library Dev only code | This game contains AI-generated code | John Morgan Smith | - | Jul 17, 2026 | |
Feathered Fortune In-game content audioart | ElevenLabs was used to create pre-recorded voice-over/narration audio, including some trailer narration.
Some existing promotional/store page images were edited with AI-assisted tools for cleanup, enhancement, and visual polishing. These images were not generated from scratch by AI.
No AI-generated content is generated live during gameplay, and the game does not use live AI systems during play. | Whiteface Games | - | Jul 13, 2026 | |
Alembic In-game content audio | Generative AI was used in the creation of reaction sound effects (burning, explosions, electricity etc.) only.
All music and imagery is human-made and attributed. | Equious | - | Jul 9, 2026 | |
Moccha Camo Store/marketing art | The promotional image was created using AI | Dog On God | - | Jul 4, 2026 | |
Mow My World Store/marketing art | Some store page marketing images, capsule assets, and promotional screenshots were created or edited with generative AI and then reviewed and adjusted for layout, sizing, and text. The game does not use live generative AI during gameplay, and it does not connect to any third-party AI service while players are playing. | BotDance LLC | - | Jul 3, 2026 | |
ARC Aquarium In-game content arttext | 2D art and some in-game text were made with generative AI tools and hand-edited. | ACA Games | 13 | Jul 1, 2026 | |
Declutterer In-game content text | AI was used for some item names, descriptions, and localization. | XUKONGDAYING | - | Jun 30, 2026 | |
My City In-game content artaudio | All Pictures are Ai generatet.
All Voices are Ai generatet. | Robert Schiendorfer | - | Jun 30, 2026 | |
Cats & Rhythmical Restaurant In-game content text | AI was used to assist with the localization (translation) of this game. | 2phase | - | Jun 28, 2026 | |
My Little Empire: Cyber Lounge Store/marketing text | Generative AI tools were used to assist with drafting and editing store page text and marketing descriptions. All final content is reviewed and edited by the developer. | EEE Inc. | - | Jun 28, 2026 | |
Capybara Hot Tub In-game content arttextaudio | Temporary images for furniture and clothing icons within the game, some promotional materials and banners, text translation, and some temporary sound files were created using AI. All in-game content will be replaced with human-made work before the game’s release. | SQRT Games | - | Jun 27, 2026 | |
By My Side In-game content artaudiotext | By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline:
- 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand.
- Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us.
- Localization — translations are drafted with AI assistance and reviewed before release.
All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed. | OverLKD Studio | - | Jun 27, 2026 | |
ParryWarrior In-game content art | AI illustrations were used for some bullets, bosses, and background images. | Hirises | - | Jun 11, 2026 | |
Restaurant Empire II | The marketing capsule images used on the Steam store page are AI‑generated. | Enlight Software Limited | 293 | Jun 11, 2026 | |
Builder Bros In-game content artaudiotext | The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service. | Neon Planet Studio | - | Jun 10, 2026 | |
Electronics Reseller Simulator Store/marketing art | AI-generated content was used for the Steam Store images. | HY Indie Game | - | Jun 10, 2026 |