The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
- Creator
- dyskomworks
- 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.
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The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
We use generative AI for some of the following elements. ・Some of the in-game art ・Some of the code ・Some of the banners and trailers on the store page
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
The Seven Beacons is made by a small independent studio that uses generative AI tools as part of production. Every piece is directed, chosen and integrated by the developer. Pre-generated with AI assistance: - Illustrations: combat art, backgrounds, characters, and the store and library art. - Music: compositions created with AI assistance and performed with sampled instruments. - The English and Brazilian Portuguese translations (the game was written in Spanish). - Pixel sprites and sound effects, generated by scripts written with AI assistance. - The text of this store page. The game does not generate any AI content while you play: everything you see and hear was made before release and ships with the game.
Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer.
All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game. To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord!
Some assets and localization content in Idle Clicker Tower were created with the support of generative artificial intelligence tools during development. This includes assistance with translations and localized text for all supported languages. All content included in the final version was manually reviewed, selected, corrected, and edited to ensure visual consistency, linguistic accuracy, quality, and suitability for the final product.
The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play.
I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people.
This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
1.The art of Capsule Library images 2.game ui
Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
As a solo developer AI helped me with: - fine tuning text and Steam store descriptions - solve complex coding issues - visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools
Some visuals generated with AI assistance
Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live. I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of.
AI was used for initial art and audio. Every visual asset was redrawn by hand.
AI was used to assist in the creation of the character artwork AI was also used to assist in the creation of the game's promotional posters
During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page.
Part of the game's code was generated and optimized with the assistance of AI development tools during the development process. Some store presentation materials (including the game logo, icon, and background images) were also created with the assistance of AI tools and have been manually reviewed to ensure they do not contain infringing content. All in-game art assets are legally purchased from third-party asset stores or obtained from open-source resources, and are used in accordance with the licenses provided by the respective authors.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.
AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI.
Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay.
AI is used to generate localization of store page descriptions.
Some character, background and icon artwork was created using AI tools and edited during development.
Translations
Created with Astra and Claude.
AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play.
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts.
This game contains some content generated with the assistance of generative artificial intelligence, including some art materials
AI was used for the visual elements within the game.
Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development.
Some character and store art was created with AI and edited by the developer.
The game logo, used in store art and the trailer, was created with AI image generation tools.
We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details.
AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer.
The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game.
Generative AI was used to assist with the creation and refinement of some visual assets and promotional materials.
AI Generated Content Disclosure AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
WaxWire: Program the Hive In-game content text | The game's text is partially translated into multiple languages with the help of AI.
Feedback from native speakers is welcome. | dyskomworks | - | Oct 9, 2026 | |
Stick A Fork In-game content text | AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license. | Flowdot | - | Oct 9, 2026 | |
Let It Melt In-game content audiotextart | The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer. | Osiris Atlas | - | Oct 9, 2026 | |
LILY'S TASKBAR HUSTLE In-game content artcode | We use generative AI for some of the following elements.
・Some of the in-game art
・Some of the code
・Some of the banners and trailers on the store page | OneCraft | - | Oct 9, 2026 | |
记忆蛀虫 Dev only artcodetext | Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay. | JSXPY工作室 | - | Oct 9, 2026 | |
Star Replica In-game content arttextaudio | Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play. | wak-tech | - | Oct 9, 2026 | |
The Seven Beacons In-game content artaudiotext | The Seven Beacons is made by a small independent studio that uses generative AI tools as part of production. Every piece is directed, chosen and integrated by the developer.
Pre-generated with AI assistance:
- Illustrations: combat art, backgrounds, characters, and the store and library art.
- Music: compositions created with AI assistance and performed with sampled instruments.
- The English and Brazilian Portuguese translations (the game was written in Spanish).
- Pixel sprites and sound effects, generated by scripts written with AI assistance.
- The text of this store page.
The game does not generate any AI content while you play: everything you see and hear was made before release and ships with the game. | Shinirra | - | Oct 9, 2026 | |
Oystrike In-game content art | Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer. | Mostly Accidental | - | Oct 9, 2026 | |
Loot Goblins In-game content text | All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game.
To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord! | SunWillShineGames | - | Oct 8, 2026 | |
Idle Clicker Tower In-game content text | Some assets and localization content in Idle Clicker Tower were created with the support of generative artificial intelligence tools during development. This includes assistance with translations and localized text for all supported languages. All content included in the final version was manually reviewed, selected, corrected, and edited to ensure visual consistency, linguistic accuracy, quality, and suitability for the final product. | Happy Train Games | - | Oct 8, 2026 | |
Don't Rob My Dungeon In-game content artaudio | The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play. | Highlander Interactive | - | Oct 7, 2026 | |
Scrap Horizon In-game content artaudiotext | I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people. | Kattwinkel IT & Games | - | Oct 7, 2026 | |
Desk Pixie In-game content arttextcode | This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers. | ByndWalker | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
挂机传奇 Store/marketing art | 1.The art of Capsule Library images
2.game ui | IdleForge Studio | - | Oct 7, 2026 | |
BOOMSWEEPER In-game content artaudiotext | Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Biggietronics | - | Oct 7, 2026 | |
Arche PG In-game content artaudio | Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play. | Battle Of Plans | - | Oct 7, 2026 | |
Townworks Store/marketing textcode | As a solo developer AI helped me with:
- fine tuning text and Steam store descriptions
- solve complex coding issues
- visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools | Ocelli | - | Oct 7, 2026 | |
Crack the Bills Unclear art | Some visuals generated with AI assistance | Smubu | - | Oct 7, 2026 | |
The Last Tree In-game content arttextaudio | Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Faytz Games | - | Oct 7, 2026 | |
Idle Garden In-game content artaudio | The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service. | chi yin so | - | Oct 7, 2026 | |
OVERDRIVE PINBALL In-game content artaudiotext | Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay. | Toxic Sugar | - | Oct 7, 2026 | |
Azzog's Idle Asteroid In-game content artaudio | I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live.
I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of. | Sebastian von Herff | - | Oct 7, 2026 | |
Little Pagan Land In-game content artaudio | AI was used for initial art and audio. Every visual asset was redrawn by hand. | Baka Ducky Games | - | Oct 7, 2026 | |
Boxes Grow Cats Store/marketing art | AI was used to assist in the creation of the character artwork
AI was also used to assist in the creation of the game's promotional posters | 幻想叙事工作室Mirage Tales Studio | - | Oct 7, 2026 | |
Idle Reef In-game content arttext | During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page. | BoostLab | - | Oct 7, 2026 | |
无尽战斗:放置与构筑 In-game content codeart | Part of the game's code was generated and optimized with the assistance of AI development tools during the development process.
Some store presentation materials (including the game logo, icon, and background images) were also created with the assistance of AI tools and have been manually reviewed to ensure they do not contain infringing content.
All in-game art assets are legally purchased from third-party asset stores or obtained from open-source resources, and are used in accordance with the licenses provided by the respective authors. | Flow Studio | - | Oct 7, 2026 | |
DPS: Desktop Pension Squad In-game content artaudiotext | Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team. | detailgames | - | Oct 7, 2026 | |
Tiny Cauldron Store/marketing textcode | AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI. | 3PM Game Studio | - | 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 | |
The Harbour Between Us In-game content text | AI is used to generate localization of store page descriptions. | weirdcatstudios | - | Oct 6, 2026 | |
Lodebreaker In-game content art | Some character, background and icon artwork was created using AI tools and edited during development. | Boogygames | - | Oct 6, 2026 | |
That Mountain Needs to Fall Unclear text | Translations | Antonio Igor Carvalho | - | Oct 6, 2026 | |
MossLight Unclear | Created with Astra and Claude. | Flucky Antics Games | - | Oct 6, 2026 | |
Wizards Go Farming In-game content arttext | AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play. | Pocket Pebble Games | - | Oct 6, 2026 | |
Tiny Ring Defense In-game content textaudio | All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play. | Doodle Nest | - | Oct 6, 2026 | |
Little Pot, Big Seasons In-game content audioart | Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content. | zxdefine | - | Oct 6, 2026 | |
Bird Empire In-game content art | This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts. | sadness | - | Oct 6, 2026 | |
Tiny Desktop Fishing In-game content art | This game contains some content generated with the assistance of generative artificial intelligence, including some art materials | 云栖工作室 | - | Oct 6, 2026 | |
PunchMonkey In-game content art | AI was used for the visual elements within the game. | ShimWoojin | - | Oct 6, 2026 | |
Packlore Store/marketing artcode | Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development. | Infinity aspect | - | Oct 6, 2026 | |
Keyboard Companion Store/marketing art | Some character and store art was created with AI and edited by the developer. | Butterstick Games | - | Oct 6, 2026 | |
Patchy Store/marketing art | The game logo, used in store art and the trailer, was created with AI image generation tools. | Root Cellar Games | - | Oct 6, 2026 | |
Faintlight Traveler : Whisper In-game content art | We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details. | FOXZ | - | Oct 6, 2026 | |
Hypernet Explorer In-game content textcode | AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer. | Nocoldiz | - | Oct 5, 2026 | |
We Are The Horde In-game content arttext | The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game. | BixelTechCode | - | Oct 4, 2026 | |
Woollings In-game content art | Generative AI was used to assist with the creation and refinement of some visual assets and promotional materials. | Softlight Studio | - | Oct 4, 2026 | |
Pebble to Star In-game content text | AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
Primal Breakout In-game content arttext | Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development. | JQS Games | - | Oct 4, 2026 |