The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
- Creator
- DGSTUDIO
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow. AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production. The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist. Text: The German and Italian localizations were made with AI translation.
Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay.
AI used for graphics, translations, and sounds.
AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play.
Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play.
The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play.
Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced)
AI image tools were used to make some of the art, which was then edited by hand. No content is generated while the game runs.
This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
AI was used in assisiting to create the VFX, trailer music, localisation and concept art. All generated material was reviewed, refined and integrated by the developers before use.
Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services.
This game uses AI as a writing assistant during development. The story, characters, world, game systems, and overall creative direction are original work by the developer, drawn from personal experience and extensive planning. AI was used to help draft, translate, edit, and refine dialogue based on the developer's outlines, ideas, and direction, with the developer reviewing, revising, and making final creative decisions on all text that appears in the game. AI was not used to generate any art, music, or audio assets.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
AI tools were used to help prepare sketches for the store capsule artwork.
Yes, using artificial intelligence to assist with development.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
Generative AI used in the development of the title, and the marketing of it.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
Generative AI was used during development to create text content.
During the R&D process, we used AI to assist with scriptwriting, but the content was still reviewed and polished by humans.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
AI Disclosure: This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
Some in-game and store text (tutorials, interface and the store description) was drafted with AI assistance and edited by the developer.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted with some story illustrations and narrative text, as well as store artwork and icons. These materials were reviewed, edited and arranged during development. All content is pre-generated; the game does not connect to AI services or generate content during gameplay.
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
AI tools assisted with translations of some in-game text for localization.
This game contains pre-generated AI content, all reviewed and edited by the developer: - Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs. - Audio: most sound effects and the three music beds were generated with ElevenLabs. - 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender. - 2D art: the still images in the narrated opening were made with an image model. The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Reel to the Stars In-game content audiotext | The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play. | DGSTUDIO | - | Oct 12, 2026 | |
Asteroid Watch Store/marketing art | Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design. | Umit Canbolat | - | Oct 12, 2026 | |
Tidy Up Her Toys In-game content artaudiocode | AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process. | Volkan Kutlubay | - | Oct 12, 2026 | |
VINDARI In-game content audio | The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace. | DH | - | Oct 12, 2026 | |
Gnome Dome Dev only codetext | Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay. | TheHiddenRedPanda | - | Oct 12, 2026 | |
Shhh, IT! In-game content arttext | Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist.
Text: The German and Italian localizations were made with AI translation. | dalerank | - | Oct 12, 2026 | |
Arctic Station Six In-game content artaudiotext | Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer. | Three Feet Games | - | Oct 12, 2026 | |
Cheese Racers Live AI arttextcode | Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play. | CheeseSteak | - | Oct 12, 2026 | |
Clanker Buster In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 12, 2026 | |
Opolution In-game content artaudiotext | Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play. | Opownage Studios | - | Oct 12, 2026 | |
Taverns of Aldermont In-game content arttextcode | The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running. | Hamre Games | - | Oct 12, 2026 | |
Server Cleanup: Night Shift In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | BigFish Studio | - | Oct 12, 2026 | |
厄瑞博斯征途 In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay. | Huhu Morningwind | - | Oct 12, 2026 | |
Wolfsbanner: Medieval Kingdom RPG In-game content artaudiotext | Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay. | Soksok Games | - | Oct 12, 2026 | |
Kemonomimi Territory In-game content arttextaudio | AI used for graphics, translations, and sounds. | Kemonocept | - | Oct 12, 2026 | |
Dawn Archive In-game content arttextaudio | AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play. | yasanari | - | Oct 12, 2026 | |
一发收工 Crystal Ricochet In-game content arttext | Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play. | 龙鱼 | - | Oct 12, 2026 | |
Buzzwire Store/marketing text | The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play. | ExaltedPixels | - | Oct 12, 2026 | |
Goblin Problem Store/marketing art | Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced) | Zzpasta Games | - | Oct 12, 2026 | |
Can I Pet That In-game content art | AI image tools were used to make some of the art, which was then edited by hand. No content is generated while the game runs. | Grass Fight Games | - | Oct 12, 2026 | |
Arcana Autonoma: Fourteen Races In-game content artaudiotext | This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay. | ShadeLurk | - | Oct 12, 2026 | |
ShelfSpace Store/marketing arttext | The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs. | Factodus | - | Oct 12, 2026 | |
Strong Language Store/marketing artaudiotext | AI was used in assisiting to create the VFX, trailer music, localisation and concept art.
All generated material was reviewed, refined and integrated by the developers before use. | NiSi Games | - | Oct 12, 2026 | |
False Feed In-game content textart | Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services. | Katarienumono, Inc. | - | Oct 12, 2026 | |
Autistic Romance In-game content text | This game uses AI as a writing assistant during development. The story, characters, world, game systems, and overall creative direction are original work by the developer, drawn from personal experience and extensive planning. AI was used to help draft, translate, edit, and refine dialogue based on the developer's outlines, ideas, and direction, with the developer reviewing, revising, and making final creative decisions on all text that appears in the game. AI was not used to generate any art, music, or audio assets. | Demi Ayna | - | Oct 12, 2026 | |
Gnome Miners In-game content arttextcode | Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play. | LonhosGames | - | Oct 12, 2026 | |
UPSHOT Store/marketing art | AI tools were used to help prepare sketches for the store capsule artwork. | Wazang Games | - | Oct 12, 2026 | |
Purr Box Dev only | Yes, using artificial intelligence to assist with development. | LEANDRO ROGALA BRITEZ LTDA | - | Oct 12, 2026 | |
GeneJinks: Sports Festival In-game content arttextaudio | Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers. | WANG GUAN | - | Oct 12, 2026 | |
Heartrift In-game content artaudiocode | Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service. | Kustepuchengames | - | Oct 12, 2026 | |
Amberfall: Village Defense Unclear | Generative AI used in the development of the title, and the marketing of it. | tinybox games :) | - | Oct 12, 2026 | |
Metal Detector Simulator In-game content textcodeaudio | The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt). | Premium AI Slop | - | Oct 12, 2026 | |
Crownmason Unclear text | Generative AI was used during development to create text content. | Funkenkauz Studios | - | Oct 12, 2026 | |
Roswell: Redacted Dev only text | During the R&D process, we used AI to assist with scriptwriting, but the content was still reviewed and polished by humans. | 莓西工作室 | - | Oct 12, 2026 | |
Cao Cao the Legend In-game content artaudio | This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI. | MaengLab | - | Oct 12, 2026 | |
Dead Exodus Unclear | AI Disclosure:
This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website. | Shambler Studios | - | Oct 12, 2026 | |
Geargrave Outlands In-game content artaudiotext | All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play. | e-ntegration | - | Oct 12, 2026 | |
STEADY STATE In-game content text | Some in-game and store text (tutorials, interface and the store description) was drafted with AI assistance and edited by the developer. | Remotech | - | Oct 12, 2026 | |
Endless Survival World In-game content art | AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible. | Novus Astra | - | Oct 12, 2026 | |
Three Kingdoms: Art of Command In-game content artaudiotext | Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play. | Wish Ember | - | Oct 12, 2026 | |
弹珠之王 In-game content arttext | Generative AI assisted with some story illustrations and narrative text, as well as store artwork and icons. These materials were reviewed, edited and arranged during development. All content is pre-generated; the game does not connect to AI services or generate content during gameplay. | DONG FENGJIA | - | Oct 12, 2026 | |
Don't Drain The Lake In-game content audiocode | The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play. | LogiK | - | Oct 12, 2026 | |
Halmweit In-game content textcode | Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI. | Instinkt | - | Oct 12, 2026 | |
Endless Shift: Haunted House In-game content audio | AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer. | NRM | - | Oct 12, 2026 | |
Mythilus: The Awakening In-game content artcode | Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI. | Onibox | - | Oct 12, 2026 | |
SORT THEM ALPACAS: OVERLOAD! In-game content text | AI tools assisted with translations of some in-game text for localization. | Shy Gekko | - | Oct 12, 2026 | |
False Signal In-game content audioart | This game contains pre-generated AI content, all reviewed and edited by the developer:
- Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs.
- Audio: most sound effects and the three music beds were generated with ElevenLabs.
- 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender.
- 2D art: the still images in the narrated opening were made with an image model.
The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures. | Veilward Studios | - | Oct 12, 2026 | |
Gravity Breakout: Alien Vein In-game content art | Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime. | Changsha Yujie Technology | - | Oct 12, 2026 | |
VoxWish In-game content audio | Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play. | VoxWish | - | Oct 12, 2026 | |
Arandu: Deck of the Amazon In-game content arttext | AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages. | CORISCO STUDIO | - | Oct 12, 2026 |