The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
- Creator
- Ashen Hearth
- Reviews
- -
- Added
- Aug 19, 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.
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Interactive or runtime AI features disclosed by the developer.
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The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic.
This game uses generative artificial intelligence tools solely to assist in creating internal dialogue fragments and brief narrative texts.
Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision.
The background images and honeyberrys pictures are pre-rendered AI art.
Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored.
Generative AI was used to produce the English voice-over for the in-game AI character. This was an intentional creative choice because the character itself is an artificial intelligence. AI also assisted with localization; however, responsibility for the final content rests with a human.
Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play.
Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play.
AI helped with some writing, troubleshooting, localization, and the Steam store page. All art, animation, music, sound effects, and level design were created entirely by me. I reviewed and edited everything AI assisted with, and several translations were also checked by native speakers. The game does not generate AI content during gameplay and does not connect to any external AI services.
Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used. No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service.
Generative AI was used to create the capsule artwork displayed on the Steam store page. No AI-generated content is used during gameplay, and the game does not use live-generated AI.
AI tools were used during development to assist with the creation and editing of some visual assets, including characters, UI icons, and background elements. Some assets created or edited with the assistance of AI tools are included in the game.
The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play.
Generative AI tools were used during development to create visual assets and assist with game localization. All AI-generated or AI-assisted content was created before release. The game does not generate any content in real time during gameplay.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
The background images and dogs pictures are pre-rendered AI art
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Some background illustrations were created with generative AI and edited/selected by the developer.
The background images and strawberrys pictures are pre-rendered AI art.
Generative AI was used to create various graphical assets featured in the game. These assets were selected, edited, composited and integrated by the developer as part of the game’s visual design, alongside substantial human creative direction, implementation and refinement.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
The background images and cats pictures are pre-rendered AI art
I use AI to localize game into other languages then English and Czech.
Generative AI was used during the development of this game. It does not generate any content with AI while you play.
Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game.
Localization was done via A.I.
Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including: the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts. These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios. The game itself does not call any AI service during gameplay — all play is fully deterministic.
The background images and blackberry pictures are pre-rendered AI art.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools.
Localizing the steam page and in-game text for non-English languages
The background images and girls pictures are pre-rendered AI art
Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay.
Localization powered by AI
Generative AI tools were used in a limited and supportive capacity during the development of this project. AI-generated imagery served primarily as visual reference material for the creation of certain 2D assets and textures. In addition, ChatGPT was utilized to assist with language translation, provide guidance during the debugging process, and support the setup and written presentation of the game’s Steam store page.
Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
The only use of AI has been to translate the game subtitles and menus. The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages.
Some background illustrations were created with generative AI and edited/selected by the developer.
Generative AI was used to enhance the game's steam page artwork.
The puzzle images pre-rendered AI art
AI was used to make the paint streaks in the main menu and pause menu.
This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay.
Some backgrounds were generated using AI.
The background images and peaches pictures are pre-rendered AI art.
AI was used to aid in translations into 11 Languages. This game was coded by a human. All gameplay, design, and creative direction are fully handcrafted by myself.
AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development.
Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sea and Sundry In-game content text | The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made. | Ashen Hearth | - | Aug 19, 2026 | |
Stall #2 In-game content art | Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic. | Fidgetworks | - | Aug 19, 2026 | |
Superposition In-game content text | This game uses generative artificial intelligence tools solely to assist in creating internal dialogue fragments and brief narrative texts. | Olakeay | - | Aug 17, 2026 | |
Another Black Hole Incremental In-game content artaudio | Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision. | SorinBuildsGames | - | Aug 16, 2026 | |
Sweetie Candy Maze: Azure Honeyberry In-game content art | The background images and honeyberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Aug 14, 2026 | |
Scuttled In-game content artaudiotextcode | Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored. | Tallboy Games | - | Aug 14, 2026 | |
Knode: Untangle & Connect In-game content audiotext | Generative AI was used to produce the English voice-over for the in-game AI character. This was an intentional creative choice because the character itself is an artificial intelligence. AI also assisted with localization; however, responsibility for the final content rests with a human. | BusFactorOne | - | Aug 14, 2026 | |
Coin Cleaner In-game content artaudiocode | Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play. | OriginalOdd Games | - | Aug 14, 2026 | |
OPEN UP, MICHAEL! In-game content arttext | Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play. | LetsAdventurePlay | - | Aug 11, 2026 | |
20 Trials to Heaven In-game content text | AI helped with some writing, troubleshooting, localization, and the Steam store page. All art, animation, music, sound effects, and level design were created entirely by me. I reviewed and edited everything AI assisted with, and several translations were also checked by native speakers. The game does not generate AI content during gameplay and does not connect to any external AI services. | Rodel Pacheco | - | Aug 8, 2026 | |
宿の掟 / Rules of the Inn In-game content artaudio | Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used.
No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service. | Pekomaro | - | Aug 8, 2026 | |
ColorShift Store/marketing art | Generative AI was used to create the capsule artwork displayed on the Steam store page. No AI-generated content is used during gameplay, and the game does not use live-generated AI. | Boötes Dreams | - | Aug 8, 2026 | |
Zombie Panic In-game content art | AI tools were used during development to assist with the creation and editing of some visual assets, including characters, UI icons, and background elements. Some assets created or edited with the assistance of AI tools are included in the game. | Kent Higashino | - | Aug 5, 2026 | |
The Tally In-game content textcode | The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play. | Olivia Gonsher | - | Aug 4, 2026 | |
Father Forgets In-game content arttext | Generative AI tools were used during development to create visual assets and assist with game localization. All AI-generated or AI-assisted content was created before release. The game does not generate any content in real time during gameplay. | Worlds In Portal | - | Aug 4, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 71 | Aug 3, 2026 | |
Chronime Puzzle: Dogs In-game content art | The background images and dogs pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 30, 2026 | |
Pip Sellfish In-game content artaudio | Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Jul 30, 2026 | |
Flak Duty In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jul 29, 2026 | |
Sweetie Candy Maze: Crimson Strawberry In-game content art | The background images and strawberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Jul 23, 2026 | |
100 Hidden Relics In-game content art | Generative AI was used to create various graphical assets featured in the game. These assets were selected, edited, composited and integrated by the developer as part of the game’s visual design, alongside substantial human creative direction, implementation and refinement. | Crow Girl Games | - | Jul 22, 2026 | |
A Night Duty text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 96 | Jul 8, 2026 | |
Chronime Puzzle: Cats In-game content art | The background images and cats pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 7, 2026 | |
Love Joy Happiness In-game content text | I use AI to localize game into other languages then English and Czech. | Jindřich Skeldal | - | Jul 6, 2026 | |
Quarterheart Dev only | Generative AI was used during the development of this game. It does not generate any content with AI while you play. | Emotional Machines | - | Jul 2, 2026 | |
Helmet In-game content arttext | Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game. | gerafko | - | Jun 30, 2026 | |
Alien Bloom In-game content text | Localization was done via A.I. | Bestwood Studios | - | Jun 29, 2026 | |
Mora's Cat Scratcher PLUS Store/marketing art | Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including:
the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts.
These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios.
The game itself does not call any AI service during gameplay — all play is fully deterministic. | Cat & Fox | - | Jun 28, 2026 | |
Sweetie Candy Maze: Blackberry In-game content art | The background images and blackberry pictures are pre-rendered AI art. | Cute Hannah's Games | - | Jun 28, 2026 | |
FOCUS In-game content art | FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime. | kuma-hacker | - | Jun 28, 2026 | |
ESKINITA In-game content audio | Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools. | Machu | 12 | Jun 12, 2026 | |
Into the Planet's Flesh In-game content text | Localizing the steam page and in-game text for non-English languages | Chugget | - | Jun 12, 2026 | |
Chronime Puzzle: Girls In-game content art | The background images and girls pictures are pre-rendered AI art | Quantum Quiver Games | - | Jun 11, 2026 | |
Are you human? In-game content art | Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay. | lee09lee26 | - | Jun 9, 2026 | |
Clairvoyage: The Lighthouse In-game content text | Localization powered by AI | Volpe Software | - | Jun 4, 2026 | |
Glaring Flaw In-game content arttext | Generative AI tools were used in a limited and supportive capacity during the development of this project. AI-generated imagery served primarily as visual reference material for the creation of certain 2D assets and textures. In addition, ChatGPT was utilized to assist with language translation, provide guidance during the debugging process, and support the setup and written presentation of the game’s Steam store page. | BASE FINIAL | - | Jun 3, 2026 | |
Decline In-game content art | Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems. | Ronaldo Campos | - | Jun 3, 2026 | |
Far Mining In-game content text | The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans. | LostVolBytes | 138 | Jun 3, 2026 | |
Cursed Soulless Vagabonds In-game content art | Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team. | Ensorium | - | Jun 3, 2026 | |
Uncle Otto's Mansion In-game content text | The only use of AI has been to translate the game subtitles and menus.
The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages. | Henano | 33 | Jun 3, 2026 | |
NZ78 In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 3, 2026 | |
Ore Legacy Store/marketing art | Generative AI was used to enhance the game's steam page artwork. | Keplerium Games | - | May 23, 2026 | |
Neon Fantasy: Dinosaurs In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | May 23, 2026 | |
Today Tomorrow and the Next In-game content art | AI was used to make the paint streaks in the main menu and pause menu. | cloud__d | - | May 23, 2026 | |
The Tenth Minute In-game content artaudiotext | This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay. | XU S.A Studio | - | May 23, 2026 | |
Week of the MEP In-game content art | Some backgrounds were generated using AI. | Mars Equinox | - | May 23, 2026 | |
Sweetie Candy Maze: Coral Peach In-game content art | The background images and peaches pictures are pre-rendered AI art. | Cute Hannah's Games | - | May 23, 2026 | |
Kitty Krush In-game content text | AI was used to aid in translations into 11 Languages. This game was coded by a human.
All gameplay, design, and creative direction are fully handcrafted by myself. | The Slanted Room | - | May 23, 2026 | |
Souls Divided In-game content arttext | AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development. | Stormdeep INC. | - | May 23, 2026 | |
The door has doubts Dev only text | Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer. | wrongchairstudio | - | May 23, 2026 |