AI tools are used during development strictly to help optimize and debug code.
- Creator
- Batuhan Çağdaş
- Reviews
- -
- Added
- Aug 28, 2026
Public Steam disclosure research 25,508 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.
AI tools are used during development strictly to help optimize and debug code.
We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control.
Some in-game icons were created with the assistance of generative AI during development.
The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application. The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content.
We are utilising ElevenLabs’ text-to-speech tool, to generate some voice-over elements within Train Sim World 7. This is utilised in features such as training modules, as well as platform and onboard train announcements. All scripts and content are written by Dovetail Games staff, with ElevenLabs used to generate the audio in these instances.
Some graphics, music, and translations were created with the help of AI and refined manually.
During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
Rexclaw's companions are powered by generative AI, conversations (text and voice), along with files you create together are generated on demand by third party AI models. Some promotional artwork, including store banners, was created with AI assistance.
Generative AI was used to assist with preparing translations and to support the development of the game's code.
During development, we used procedural and AI-assisted tools to analyze, merge, refine, and polish systems that were originally developed through years of our own experimentation, iteration, and hands-on exploration. These tools accelerated implementation and helped unify complex ideas beyond what would have been practical through manual development alone, while the underlying concepts, creative direction, design decisions, and final implementation remain the work of our development team.
Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage. The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic.
This is a project that uses AI to make an old RTS program run in a web browser. The images were generated using GPT image generation.
MistWindow includes static visual assets — the application icon, task-tray icon, and the sprite sheets for the bundled pet characters — that were created with AI tools during development, and portions of its source code were written with the help of AI coding assistants. All of this content is pre-generated and ships as fixed files: MistWindow does not generate any content with AI while it is running, and it does not send user data to AI services.
Commentary was generated via ElevenLabs scripts.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
We used coding assistance as well as music generation
Manifest uses AI for coding and improving prose for events.
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.
Generative AI has been used for placeholder art. Some of it still remains, but it is being slowly replaced.
Generative AI was used to assist in the creation of some promotional artwork used on the Steam store page, including store and library artwork. The resulting assets were reviewed and selected by the developer before publication. The game does not use generative AI to create content dynamically during gameplay.
Generative AI tools were used throughout development and contributed to pre-made content.
The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer.
Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
Generative AI was used to assist in creating some pre-generated visual artwork used in the game and its marketing materials.
Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
During the development of this game, we utilized generative AI tools to assist in the following areas: Code Development: Portions of game logic and system code were generated with AI assistance. All AI-generated code has been manually reviewed, adjusted, and integrated into the final product to ensure stability and performance. Multilingual Text Translation (English): The English localization—including UI, dialogues, and prompts—was initially drafted using AI translation. These drafts were then proofread and polished by professional translators to ensure natural language flow and cultural appropriateness. All AI-generated content has undergone rigorous human review and testing to meet our quality standards and deliver a great player experience. If you have any questions, please feel free to contact the developers.
Music — the background tracks were generated with AI.
AI tools were used during development for programming assistance, and multilingual localization.
The store page and in-game localized text have been translated using AI.
AI has been used in the development of this product.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles. 3D art: Made by a professional artist. No AI. Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work. Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues. Illustrations: Not in the game yet. They will be commissioned from professional artists.
Store Assets; Game Graphics
After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds. Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image. This means only the back scape mainly promotional artwork and character backgrounds were generated by AI.
During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources. The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime. Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included.
This game utilizes generative AI to create art assets, which are primarily used for the store page background and the card examples in the workshop.
Generative AI tools were used to assist in the creation of selected promotional and store artwork. During gameplay, players can also optionally use generative AI to create custom word sets and hints.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting. AI helped me bring my dream game to life, writing code and generating game assets. The game itself uses no generative AI within.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally).
Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay.
We are using AI art assets in places where our Art has not caught up to the current game progress. We are continuing to produce art to replace the AI assets.
Some images have been enhanced with the help of AI.
AI is used as an assistant to help build you city and can build its own city to help build World economy.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
The game contains localizations generated by artificial intelligence.
During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer. We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Nightmare Company Dev only code | AI tools are used during development strictly to help optimize and debug code. | Batuhan Çağdaş | - | Aug 28, 2026 | |
PROMOTER: The Fight Game In-game content art | We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control. | Langa Publishing | - | Aug 27, 2026 | |
Mapborn In-game content art | Some in-game icons were created with the assistance of generative AI during development. | Yunfc Games | - | Aug 26, 2026 | |
桌面寵物工作室 - DesktopPetStudio In-game content art | The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application.
The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content. | Rowan.l | - | Aug 26, 2026 | |
Train Sim World® 7 In-game content audio | We are utilising ElevenLabs’ text-to-speech tool, to generate some voice-over elements within Train Sim World 7. This is utilised in features such as training modules, as well as platform and onboard train announcements. All scripts and content are written by Dovetail Games staff, with ElevenLabs used to generate the audio in these instances. | Dovetail Games | - | Aug 25, 2026 | |
Pre-Warp Age In-game content artaudiotext | Some graphics, music, and translations were created with the help of AI and refined manually. | Clarus Victoria | - | Aug 25, 2026 | |
Beneath the Nine Skies: Immortal Stratagems In-game content artaudiotext | During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters. | 做游戏的魏同学 | - | Aug 24, 2026 | |
Rexclaw Companions Live AI textaudio | Rexclaw's companions are powered by generative AI, conversations (text and voice), along with files you create together are generated on demand by third party AI models. Some promotional artwork, including store banners, was created with AI assistance. | Codemarchant | - | Aug 23, 2026 | |
Simple Football League Manager In-game content codetext | Generative AI was used to assist with preparing translations and to support the development of the game's code. | ChaoStar | - | Aug 22, 2026 | |
KINETIKA Dev only | During development, we used procedural and AI-assisted tools to analyze, merge, refine, and polish systems that were originally developed through years of our own experimentation, iteration, and hands-on exploration. These tools accelerated implementation and helped unify complex ideas beyond what would have been practical through manual development alone, while the underlying concepts, creative direction, design decisions, and final implementation remain the work of our development team. | Senshi Games | - | Aug 22, 2026 | |
Powdertron Store/marketing textart | Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage.
The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic. | SalE | - | Aug 22, 2026 | |
Nebula Blink In-game content art | This is a project that uses AI to make an old RTS program run in a web browser.
The images were generated using GPT image generation. | saizwong | - | Aug 22, 2026 | |
MistWindow In-game content artcode | MistWindow includes static visual assets — the application icon, task-tray icon, and the sprite sheets for the bundled pet characters — that were created with AI tools during development, and portions of its source code were written with the help of AI coding assistants. All of this content is pre-generated and ships as fixed files: MistWindow does not generate any content with AI while it is running, and it does not send user data to AI services. | nasumon | - | Aug 22, 2026 | |
Pro Strategy Football 2027 In-game content audio | Commentary was generated via ElevenLabs scripts. | Kerry Batts | - | Aug 22, 2026 | |
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
Worldkampf '72 In-game content codeaudio | We used coding assistance as well as music generation | Ubben Ubben Studios | - | Aug 22, 2026 | |
MANIFEST In-game content textcode | Manifest uses AI for coding and improving prose for events. | Gordon Nowell-Usticke | - | Aug 20, 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 | |
Clogwork In-game content art | Generative AI has been used for placeholder art.
Some of it still remains, but it is being slowly replaced. | Odd Sprout Games | - | Aug 19, 2026 | |
Ultimate Racing Simulator 1 Store/marketing art | Generative AI was used to assist in the creation of some promotional artwork used on the Steam store page, including store and library artwork. The resulting assets were reviewed and selected by the developer before publication.
The game does not use generative AI to create content dynamically during gameplay. | Michael Works | - | Aug 19, 2026 | |
Tabletop Galaxy In-game content | Generative AI tools were used throughout development and contributed to pre-made content. | Peparb | - | Aug 17, 2026 | |
Epoch Forge Live AI text | The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game. | Vaporware Software | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
NextBot PANIC! Store/marketing arttext | This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer. | GalaverseCreations | - | Aug 14, 2026 | |
FURKUP In-game content art | Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay. | mayoaji | - | Aug 14, 2026 | |
KLAST Dev only code | Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay. | Ursavus LLC | - | Aug 13, 2026 | |
Broken Front In-game content art | Generative AI was used to assist in creating some pre-generated visual artwork used in the game and its marketing materials. | KOArtist Games | - | Aug 13, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | KMS STUDIO | - | Aug 8, 2026 | |
Hetero-Genesis In-game content codetext | During the development of this game, we utilized generative AI tools to assist in the following areas:
Code Development: Portions of game logic and system code were generated with AI assistance. All AI-generated code has been manually reviewed, adjusted, and integrated into the final product to ensure stability and performance.
Multilingual Text Translation (English): The English localization—including UI, dialogues, and prompts—was initially drafted using AI translation. These drafts were then proofread and polished by professional translators to ensure natural language flow and cultural appropriateness.
All AI-generated content has undergone rigorous human review and testing to meet our quality standards and deliver a great player experience. If you have any questions, please feel free to contact the developers. | Tianyang Studio | - | Aug 8, 2026 | |
Tail Recursion In-game content audio | Music — the background tracks were generated with AI. | DEV505 | - | Aug 4, 2026 | |
Dive Log: A Focus Voyage In-game content text | AI tools were used during development for programming assistance, and multilingual localization. | Aegithalos Studio | - | Aug 4, 2026 | |
RutMaker In-game content text | The store page and in-game localized text have been translated using AI. | 雷都打不醒 | - | Aug 2, 2026 | |
Boxing World Simulator Dev only | AI has been used in the development of this product. | Al & Al | 15 | Aug 1, 2026 | |
Morancairn: The Silent Wake Dev only codetext | Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists. | Aether Codex | - | Aug 1, 2026 | |
MapCity Store/marketing art | Store Assets; Game Graphics | Permadyn Interactive | - | Aug 1, 2026 | |
A Sector Darkly Store/marketing art | After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds.
Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image.
This means only the back scape mainly promotional artwork and character backgrounds were generated by AI. | A Paradise Lost Studios | - | Jul 29, 2026 | |
Proximity Core In-game content text | During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources.
The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime.
Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included. | Two Fault | - | Jul 26, 2026 | |
Boss Key Store/marketing art | This game utilizes generative AI to create art assets, which are primarily used for the store page background and the card examples in the workshop. | Institute of Card Game Studies | - | Jul 25, 2026 | |
Kret: The Game Live AI arttext | Generative AI tools were used to assist in the creation of selected promotional and store artwork. During gameplay, players can also optionally use generative AI to create custom word sets and hints. | Gucio Entertainment Studio | - | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Gridiron Grit: Pro Football Dynasty Simulator In-game content codeart | GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within. | MajorVidya | - | Jul 17, 2026 | |
Imperium Sine Fine: Eternal Emperor In-game content arttext | As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay. | Peter Norberg | - | Jul 17, 2026 | |
Campaign Forge Live AI text | Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally). | Daedalus | - | Jul 15, 2026 | |
Lexip In-game content artaudiotextcode | Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay. | Craffel | - | Jul 15, 2026 | |
Yokai Idle In-game content art | We are using AI art assets in places where our Art has not caught up to the current game progress. We are continuing to produce art to replace the AI assets. | OttoTsuma | - | Jul 15, 2026 | |
格子局 Unclear art | Some images have been enhanced with the help of AI. | 游离字符 | - | Jul 11, 2026 | |
Oblivions Garden Live AI text | AI is used as an assistant to help build you city and can build its own city to help build World economy. | RetroHubAI, Inc. | - | Jul 11, 2026 | |
Canal Tycoon In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | Jul 11, 2026 | |
Nations In-game content text | The game contains localizations generated by artificial intelligence. | Krzysztof Steiner | 120 | Jul 9, 2026 | |
Lord of Kensai In-game content text | During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer.
We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team. | WRKS Games Singapore | - | Jul 8, 2026 |