Pre-generated AI artwork and audio. No AI is generated during gameplay. Licensed third-party assets are used.
- Creator
- KNM Game Studio
- Reviews
- -
- Added
- Oct 10, 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.
Pre-generated AI artwork and audio. No AI is generated during gameplay. Licensed third-party assets are used.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
Frogs Can Jump uses generative AI only as a writing aid during development. The game's text content (interface text) localization into the 14 supported interface languages were produced with the assistance of large language models, directed and reviewed by the developer. Parts of this store page were drafted the same way. No AI-generated images, audio or video are used: all artwork, animation and sound in the game are produced by hand-written procedural code. The game does not generate any content with AI while you play, and it never connects to an external AI service.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans.
Some assets and portions of the game's localization were generated using AI tools.
Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay.
Generative AI tools were used to assist in creating graphic design assets and store promotional media.
Generative AI was used for some visual and audio assets and text. No content is generated during play.
The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay.
Machine translation tools were used to assist with localization for languages other than Korean and English.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
A small amount of text, images, and multilingual content used AI assistance.
Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint.
Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time.
AI tools are used to speed up coding and to generate the visual art you see in the game. This is not the work of a "soul less machine" - It takes real human effort besides the generation of images. Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game. Thank you!
Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly. Some game text and its corresponding localized translations were generated using AI.
The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play.
Gen-AI has been used to help debug the game.
Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined.
We used AI to create some of the music and translations.
Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay.
Some item icons, sound effects and translations were created with the help of generative AI tools.
Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services.
AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer.
Some 2D pixel-art sprites and illustrations (fortune-game icons, items and backgrounds) were created with the help of AI image tools (PixelLab) and then edited and curated by our developer. All game text, fortune logic, code, sound and the cat character animations are made by the developer or licensed (CC0/OFL).
Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play.
Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay.
AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo.
Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Some translations were generated with AI and are in beta, so more players can enjoy the game in their language. The art and music were made without AI.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
The player character's sprite sheet was created with an AI tool and edited by hand.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play.
The title logo was generated with an AI image tool and then cropped and resized by the developer. The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer. The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers. Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model. The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review. The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code.
The game's pixel art (characters, enemies, bosses, environment tiles and props, effects, UI icons) was created with the help of the AI tool PixelLab and then selected, edited, animated and assembled by the developer. The key art, logo, app icon, music and sound effects were generated with Higgsfield and then edited and mixed by the developer. The trailer's opening and closing cinematic shots are AI-animated from the game's key art. All gameplay, code and design are the developer's own. The game does not generate any content with AI while it runs.
AI was used to draft the localizations into 30 languages and parts of the store page text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Zifir In-game content artaudio | Pre-generated AI artwork and audio. No AI is generated during gameplay. Licensed third-party assets are used. | KNM Game Studio | - | Oct 10, 2026 | |
SLUP In-game content arttext | Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay. | INECT | - | Oct 10, 2026 | |
Frogs Can Jump In-game content text | Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service. | Enes Altas | - | Oct 10, 2026 | |
Isekai Reborn Girl In-game content art | AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime. | Isekai Reborn Girl 製作委員会 | - | Oct 10, 2026 | |
Birdie's Backyard Battle In-game content artcodetext | Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled. | Wilhelm MFG | - | Oct 10, 2026 | |
Spirithale Dev only code | I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans. | Glassy Turtle | - | Oct 10, 2026 | |
Dungeon Architect: Idle In-game content arttext | Some assets and portions of the game's localization were generated using AI tools. | COGNIVA SL | - | Oct 10, 2026 | |
Warcamp Rivals In-game content art | Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay. | Gergely Osbath | - | Oct 10, 2026 | |
Only Luck Store/marketing art | Generative AI tools were used to assist in creating graphic design assets and store promotional media. | DNN GAMES | - | Oct 10, 2026 | |
Hellwake In-game content artaudiotext | Generative AI was used for some visual and audio assets and text. No content is generated during play. | Precise Media AB | - | Oct 10, 2026 | |
インクリ米ンタル In-game content artaudio | The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played. | Masagomi Studio | - | Oct 10, 2026 | |
Deadshift In-game content art | Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay. | InbredJesus | - | Oct 10, 2026 | |
Cherry Pick In-game content text | Machine translation tools were used to assist with localization for languages other than Korean and English. | Havenarc | - | Oct 10, 2026 | |
Malibu Club: Cocktail Bar Simulator In-game content arttext | Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play. | LasGen Interactive | - | Oct 10, 2026 | |
Music Empire Tycoon In-game content art | AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items. | KokoGames | - | Oct 10, 2026 | |
Desktop Farm In-game content arttext | A small amount of text, images, and multilingual content used AI assistance. | CXCY | - | Oct 10, 2026 | |
His Big Bull Live AI arttext | Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint. | Ulysses | - | Oct 10, 2026 | |
Hoard In-game content art | Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play. | Radikate | - | Oct 10, 2026 | |
Gamejam In-game content arttext | We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services. | Sentifold | - | Oct 10, 2026 | |
IGNOTUS Dev only art | Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game. | Nero-Pon | - | Oct 10, 2026 | |
GoldRush Store/marketing art | Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time. | LiberBlock | - | Oct 10, 2026 | |
Before Dawn Bakery In-game content artcode | AI tools are used to speed up coding and to generate the visual art you see in the game.
This is not the work of a "soul less machine" - It takes real human effort besides the generation of images.
Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game.
Thank you! | Ricardo Cebola | - | Oct 10, 2026 | |
恋恋垂钓录 In-game content arttext | Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly.
Some game text and its corresponding localized translations were generated using AI. | meow | - | Oct 10, 2026 | |
Fabulous Football In-game content art | The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play. | Pedro J Perez | - | Oct 10, 2026 | |
Life's Too Short: A Christmas Spirit Dev only code | Gen-AI has been used to help debug the game. | Pixel Ghost | - | Oct 10, 2026 | |
忖度魂 In-game content artaudiocode | Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined. | 株式会社セブンコード | - | Oct 10, 2026 | |
DAY50 In-game content audiotext | We used AI to create some of the music and translations. | CatnipStudio | - | Oct 10, 2026 | |
忍法连珠 In-game content artaudiotext | Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay. | Beetle Sage | - | Oct 10, 2026 | |
Pixel Survivors : Defense In-game content artaudiotext | Some item icons, sound effects and translations were created with the help of generative AI tools. | Amrita | - | Oct 9, 2026 | |
Kva Krj Farm Store/marketing arttext | Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay. | PotatoStudioGames | - | Oct 9, 2026 | |
Theos In-game content artaudio | The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play. | OCoding | - | Oct 9, 2026 | |
StarbowLabyrinth In-game content textart | AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services. | jincycle | - | Oct 9, 2026 | |
Reapercussions In-game content artaudio | AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer. | Pastor Fussycat | - | Oct 9, 2026 | |
Saju Friend In-game content art | Some 2D pixel-art sprites and illustrations (fortune-game icons, items and backgrounds) were created with the help of AI image tools (PixelLab) and then edited and curated by our developer. All game text, fortune logic, code, sound and the cat character animations are made by the developer or licensed (CC0/OFL). | Noligo Games | - | Oct 9, 2026 | |
Mossgrave In-game content arttextcodeaudio | Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play. | Biggietronics | - | Oct 9, 2026 | |
OVERDRILL In-game content arttext | Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay. | Lunart Entertainment | - | Oct 9, 2026 | |
Last House Standing In-game content text | AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish. | Wired Pixels | - | Oct 9, 2026 | |
Backpack Ascendancy In-game content art | This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game. | i00nqw | - | Oct 9, 2026 | |
Tower Hero Survival In-game content artaudio | AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo. | Polina Tingaeva | - | Oct 9, 2026 | |
Arena of No Return In-game content art | Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay. | Tiltados Games | - | Oct 9, 2026 | |
问道九州 In-game content art | Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services. | WU HUI CHEN | - | Oct 9, 2026 | |
Rooklite In-game content text | Some translations were generated with AI and are in beta, so more players can enjoy the game in their language.
The art and music were made without AI. | Elias Guyd | - | Oct 9, 2026 | |
Pan, Please! In-game content artaudio | Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans. | BitPick | - | Oct 9, 2026 | |
My Dirty Little Lake In-game content art | The player character's sprite sheet was created with an AI tool and edited by hand. | Modern Daedalus Studio | - | Oct 9, 2026 | |
Fliptrail Store/marketing text | Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline. | 1114980610yuyu | - | Oct 9, 2026 | |
Bullet Factory In-game content text | Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play. | MagicalWind | - | Oct 9, 2026 | |
MMO Guild Manager In-game content arttextcode | The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI. | iida-lab | - | Oct 9, 2026 | |
PeeCee Critters In-game content artaudio | The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code. | MutantToes Studios | - | Oct 9, 2026 | |
Reapers' Tide In-game content artaudio | The game's pixel art (characters, enemies, bosses, environment tiles and props, effects, UI icons) was created with the help of the AI tool PixelLab and then selected, edited, animated and assembled by the developer. The key art, logo, app icon, music and sound effects were generated with Higgsfield and then edited and mixed by the developer. The trailer's opening and closing cinematic shots are AI-animated from the game's key art. All gameplay, code and design are the developer's own. The game does not generate any content with AI while it runs. | Petr Jirous | - | Oct 9, 2026 | |
Fractokinesis Store/marketing text | AI was used to draft the localizations into 30 languages and parts of the store page text. | Panin Maxim | - | Oct 9, 2026 |