Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
- Creator
- LastTower
- Reviews
- -
- Added
- Sep 25, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
Utilize AI for localized translation and pre-rendering
Some of this game's user-interface text, its Korean, English, Japanese and Simplified Chinese translations, parts of this store page, and the on-screen text in the trailer were written with the assistance of generative AI tools, then reviewed and edited by the developer. All 3D models, user-interface art and sound effects are licensed from commercial asset stores. All artwork made for this game, including the app icon, store art and trailer, is rendered or captured from the game itself rather than produced by an image- or video-generation model. The game does not generate any content at runtime and does not connect to any AI service during play.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Generative AI tools were used in the development of game assets and content.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
AI tools were used in a limited way to help generate parts of some in-game images.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Game logo and steam store page cover art made with ai tools
Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons.
Some minor store assets might be put through AI, but no game content is AI Generated.
Generative AI was used for some in-game textures, localization, and translation.
AI Generated Content Disclosure Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development: Visuals & Art: Title artwork, in-game graphic assets. Audio: Background music (BGM) and sound effects (SFX). Code: Generative AI was used to assist in writing parts of the code.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
Generative AI was used only to assist with translation and localization of in-game text.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself. But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting. Everything I did not make myself is properly licensed and credited to the people who did.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
Uses placeholder AI-art for steam page. Will be replaced later.
Some 3D surface and object textures were created using AI image generation tools.
Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer.
Some objects include generated images such as an X-ray that were added by the objects' creators.
Some voice lines, sound effects, and music in the game and its trailer were created with generative AI tools (ElevenLabs, Suno), then reviewed, edited, and finalized by the developer. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images. Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI. Nothing is generated by AI while the game is running.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes. These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own. In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets. OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model. These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer. The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
AI was used to code and concept art generation.
Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Generative AI was used to create the game's icon and some artwork used in the main menu.
this game is made by ai
AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game.
Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay.
Steam Store page logo and cover art made with ai tools
Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials. The game does not generate AI content during gameplay.
I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game
This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do.
Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running.
This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game.
PROCEDURE ZERO is made by one person. Pre-generated AI tools were used for character voices, sound effects, the opening scene, and translations into languages other than Polish. Every line of it was chosen, edited and placed in the game by hand. The game does not generate any content while you play.
Generative AI tools were used during development of this game. 2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand. Some 3D props and environment models were created with a model generation service, then adjusted for the game. Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves. AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer. Every generated asset was selected and reworked by a person before it went into the game.
Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product.
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Some code and animation created with the assistance of LLMs.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page. All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
Squish & Seek textartaudio | Some of this game's user-interface text, its Korean, English, Japanese and
Simplified Chinese translations, parts of this store page, and the on-screen text
in the trailer were written with the assistance of generative AI tools, then
reviewed and edited by the developer.
All 3D models, user-interface art and sound effects are licensed from commercial
asset stores. All artwork made for this game, including the app icon, store art
and trailer, is rendered or captured from the game itself rather than produced by
an image- or video-generation model. The game does not generate any content at
runtime and does not connect to any AI service during play. | Zukunft | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
Demonator In-game content art | Steam store page logo and cover art made with ai tools.
Game menu icon made with ai tool | Marcello Studios | - | Sep 24, 2026 | |
KANKERI: Can Kick Clash In-game content audioart | This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running. | IT MONOZUKURI K.K. | - | Sep 24, 2026 | |
Rogue Tithe In-game content arttextaudio | Generative AI tools were used in the development of game assets and content. | David Gamble | - | Sep 24, 2026 | |
Human Error In-game content artcode | AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands. | BefuddleBug | - | Sep 24, 2026 | |
Steal Everything In-game content art | AI tools were used in a limited way to help generate parts of some in-game images. | Thief Crow Games | - | Sep 24, 2026 | |
Project 17 Store/marketing art | Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay. | Silent Hell | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
Horror In Santa Land Store/marketing art | Game logo and steam store page cover art made with ai tools | Saylor Games | - | Sep 22, 2026 | |
Sound Bounded In-game content artaudio | Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons. | Toasted Bread Studio | - | Sep 22, 2026 | |
Gang Crime Simulator Store/marketing art | Some minor store assets might be put through AI, but no game content is AI Generated. | Anshar Studios | - | Sep 22, 2026 | |
Alchemist's Books: Sorting the Old Alchemist's Storage In-game content arttext | Generative AI was used for some in-game textures, localization, and translation. | ZeroSeven | - | Sep 21, 2026 | |
WRITE HOUSE In-game content artaudiocode | AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code. | Studio Writehouse | - | Sep 19, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
K-17 Solid Ground In-game content text | Generative AI was used only to assist with translation and localization of in-game text. | Skewsignal | - | Sep 18, 2026 | |
MOGGED: Looksmaxx or Die In-game content artaudio | I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did. | Sigma Labs | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
Blind Seek Store/marketing art | Uses placeholder AI-art for steam page. Will be replaced later. | WOLVEN | - | Sep 16, 2026 | |
Society Ciphers: The Invisible Man In-game content art | Some 3D surface and object textures were created using AI image generation tools. | Nando Works | - | Sep 13, 2026 | |
UNDERKOVER In-game content art | Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer. | Kompromat Games | - | Sep 12, 2026 | |
IMITATORS In-game content art | Some objects include generated images such as an X-ray that were added by the objects' creators. | ryazvp | - | Sep 12, 2026 | |
Don't tread on cat In-game content audio | Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay. | Aleksandr Mihhailovski | - | Sep 11, 2026 | |
Lionheart: The Spirit Within In-game content art | Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay. | Kinokulak | - | Sep 10, 2026 | |
TOKYO WANTED In-game content arttext | Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running. | STUDIO FRONTIER | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
CYBERLIFE In-game content text | Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible. | CYBERLIFE Studios | - | Sep 10, 2026 | |
DON'T SWITCH In-game content art | This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands. | Cold Narrative | - | Sep 9, 2026 | |
Skill Hiding In-game content art | Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running. | xwan07017 | - | Sep 9, 2026 | |
Only Straight Bros Dev only codeart | AI was used to code and concept art generation. | Nocean Studio | - | Sep 7, 2026 | |
HUNTMAZE In-game content art | Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Creative Nightmares | - | Sep 6, 2026 | |
Catch the Octopus In-game content art | Generative AI was used to create the game's icon and some artwork used in the main menu. | MinE Games | - | Sep 6, 2026 | |
mechakucha pakurion Unclear | this game is made by ai | KCKCKCKC | - | Sep 4, 2026 | |
Bow Warfare Dev only art | AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game. | Iron Tank Studios | - | Sep 4, 2026 | |
Wish Impossible In-game content art | Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay. | EDEL Studio | - | Sep 3, 2026 | |
Super Clown Spookyland Store/marketing art | Steam Store page logo and cover art made with ai tools | Valkeala Software | - | Sep 3, 2026 | |
Cat Spirit RPG In-game content art | Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials.
The game does not generate AI content during gameplay. | Shadow Sight Studios LLC | - | Sep 3, 2026 | |
Blotch In-game content textcode | I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game | Nathan Glover | - | Sep 3, 2026 | |
Forty Depths Beneath Knossos: The Minotaur's Maze Dev only | This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do. | Troll Hunter Gaming | - | Sep 1, 2026 | |
Cover Up! In-game content arttext | Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running. | Arctic Heatwave | - | Sep 1, 2026 | |
校怨实录 The School Grudge Tapes In-game content artaudio | This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game. | Loser Studio | - | Sep 1, 2026 | |
PROCEDURE ZERO audio | PROCEDURE ZERO is made by one person.
Pre-generated AI tools were used for character voices, sound effects, the
opening scene, and translations into languages other than Polish. Every
line of it was chosen, edited and placed in the game by hand. The game
does not generate any content while you play. | DELANIVO GAMES | - | Aug 31, 2026 | |
Civil Twilight In-game content artaudiocode | Generative AI tools were used during development of this game.
2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand.
Some 3D props and environment models were created with a model generation service, then adjusted for the game.
Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves.
AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer.
Every generated asset was selected and reworked by a person before it went into the game. | faanaworks | - | Aug 31, 2026 | |
Appointment In-game content art | Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. | Omar Odeh | - | Aug 31, 2026 | |
Rookie Rook In-game content text | We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus. | Dozy Duck Games | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
越え In-game content arttext | Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer. | Lunamarine Studio | - | Aug 29, 2026 | |
Unedited Footage: The Abandoned Factory In-game content audioarttext | Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running. | Lucitella | - | Aug 29, 2026 |