Generative AI was used in the creation of some visual artwork. Final artwork was art-directed and edited by the developer. No AI-generated content is created during gameplay.
- Creator
- Pssst Games
- Reviews
- -
- Added
- Oct 16, 2026
Public Steam disclosure research 26,450 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.
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.
Generative AI was used in the creation of some visual artwork. Final artwork was art-directed and edited by the developer. No AI-generated content is created during gameplay.
Some sprite images were generated using AI.
Some illustrations and plugins in the game were made using AI
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Generative AI was used during development to assist in creating some artwork, promotional images, and sound effects. These assets are pre-generated; the game does not generate AI content during gameplay.
Some music generated with AI
Graphical Assets
Generative AI was used to create and edit some marketing materials for the Steam store page, including promotional images and trailer presentation elements. The game itself does not generate AI content during gameplay.
As a solo developer, I used AI tools to help bring my ideas to life. I understand that there is a lot of criticism and discussion surrounding AI, and I believe those conversations are important. To me, AI is ultimately a tool — what matters is how it is used. For my game, AI has been like having a group of little helping fairies: I describe an idea, a problem, or something I want to create, and they help me turn it into something tangible. As a solo developer, I’m grateful to have access to tools that allow me to create things that would otherwise be far beyond what I could achieve alone.
EVERYTHING The Art, The Music, The Sound, The Code, The steam page art and descriptions themselves.
Generative AI tools were used to help create a limited number of pre-generated visual assets, including selected character portraits, backgrounds and promotional artwork. All assets were reviewed and curated by the developer before inclusion in the game.
Some Splash Screen Art, Backgrounds and Music have been created with the help of AI.
Some 3D models of in-game objects and props were generated with the assistance of AI tools from reference images created by our team, and were then manually adjusted, textured and integrated into the game. All code, design, mechanics and final assembly are the work of our team.
Work With Script includes pre-generated visual assets created with generative AI: the MIDI keyboard artwork, the feather icon used for Writer Mode, and eight example thumbnails included as starting-point references for creators in the Thumbnail Board. The application contains no AI features — no content is generated during use, and the application does not connect to external AI services.
Generative AI tools assisted during development with portions of puzzle and level ideation, written content, localization drafts, and store-page marketing materials. All generated suggestions were selected, reviewed, edited, tested, and integrated by the developer. Phase Sync does not generate content during gameplay, and no player data is sent to generative AI services.
Store page description text was drafted with AI assistance and edited by the developer. No AI-generated content is used in the game itself.
Generative AI was used for in-game text translation and localization.
I used AI generated voiceover from TTSmaker to get a robot-like sounding voiceover only.
Generative AI tools were used during development to assist in the creation of some visual assets and artwork included in the game. The generated content was reviewed and curated by the developer before being included in the final product.
Generative AI was used to create pre-generated character artwork, store artwork, and translations of interface, card, and store page text. No content is generated by AI during gameplay and the game does not connect to external AI services.
AI tools were used during the preparation and localization of trivia questions to assist with grammar, syntax, wording, and consistency checks.
For 2D-Art and programming. Partly for Dialogue and localization.
Images,SFX,Music
An AI assistant helped collect, check and format the real-world data the game starts from (economy, population, public finances, elections), using public sources such as the World Bank, the United Nations and the Penn World Table. It also helped write some in-game text and the English, Spanish and German translations. Everything it produced was reviewed by the developer before going into the game. Every source is credited in the game and listed in the public documentation, and values that had to be estimated are marked as such. No content is generated by AI while the game is running.
The interface icons in the game were made with AI tools. The trees, rocks and grass are hand-made models from the Quaternius Ultimate Nature pack. Some store screenshots and videos were captured before that swap and show earlier AI-made placeholder models. The track pieces, cars and gameplay are built in code. Code is done with the help of AI coding assistants (Claude and Codex). Nothing is generated by AI while you play.
Some of the 2D art in Void Survey - the drone, relic, module, item and encounter illustrations - was created using generative AI image tools, then selected, edited and integrated by hand. All code, game design, balance and writing are human-authored. No AI content is generated while you play; every asset ships with the game and is fixed.
Generative AI tools were used solely to create promotional storefront graphics (capsule art). No AI-generated artwork, audio, or assets are present inside the game build itself.
We may use AI generation tools to create code, images, or other content as placeholders during the early stages of development and beyond. As the project stabilizes, we commit to continuously replacing these AI-generated assets with traditionally handcrafted materials to the best of our ability.
The store artwork, the ability icons and the achievement icons were made with AI image tools. Some 3D models and some sound effects were made with AI tools. The in-game text and its German translation were written with AI tools and edited by the developer. The code was written with AI coding tools. No AI content is generated during gameplay.
部分游戏背景音乐通过AI生成
Agentic coding tools based on generative AI were used during development of Sentient Core: Nanite Idle to assist with writing and refactoring source code. All AI-assisted output was reviewed, edited and approved by the developer, who bears full responsibility for the product. The shipped game does not use generative AI at runtime. All game content, including the Mind's comments, experiments and dreams, is implemented deterministically and computed locally on the player's machine. No player data is transmitted to external AI services.
Clawuuudy uses generative AI for optional chat and task assistance. Players connect a compatible AI model service. Online services may require an API key and receive the conversation or task data needed to produce a response. The basic desktop pet can be used without an AI connection.
Several food/buffet items start as AI generated models before being hand edited and verified in Blender before final usage.
The Flame and the Sword was created with the assistance of generative AI tools. Story and dialogue: the script was written and iterated with the help of AI writing assistance. The developer guided, reviewed and edited all written content. Visual assets: backgrounds, character sprites, full-screen illustrations and promotional images were produced with generative AI image tools, then selected, edited and assembled by the developer. Music: the soundtrack was produced with generative AI music tools and selected by the developer. No generative AI is used while the game is running. All content is pre-generated and shipped with the game. No real person's likeness or voice is used.
The game uses a local LLM vision model to power a backend, which handles sketch recognition. No data is stored or saved anywhere but locally, and any data stored is necessary to the gameplay. No analytics are performed beyond basic geometry and visual checks needed to assess drawings for specified gameplay criteria.
this game is almost entirely ai generated. i wrote probably under 100 LoC myself. i just wanted to see how far we could make it
The game icon and some promotional images were created with generative AI tools and then edited and finalized by the developer. Parts of the game's code were generated with AI tools and then reviewed and edited by the developer. All other shipped content — in-game art, text, music, and sound effects — was created by the developer or is used under license. The game does not run any AI model during play and does not generate content at runtime.
Shelf-Made Tycoon was created under our own creative direction: the ideas and vision behind it are ours, and AI was one of the production tools we used to build it. The game's code, text, 3D models and icons were created using AI tools, with every model built in Blender from concept sheets we briefed and approved. Its sound effects, ambient sound and translations into 13 languages were generated with AI, as were parts of our store page and marketing materials, including the trailer's music. Nothing in the game is generated by AI while you play.
AI was used for placeholder images and the initial design of the stickers. This use may vary as the game evolves. I used code assistance, and suno for the music.
Translation and some sound effects
The game also makes use of AI-generated images, which may include stylized or eerie visual elements that enhance its darker atmosphere.
The opening and ending images, and the store page text, were made with a generative AI tool. The game does not generate images, audio, or text during play, and does not connect to an AI service.
Some of the current artwork (including ship and monster background illustrations) was generated with AI image tools and edited by the developer. These are placeholders that will be replaced with hand-made art before release. No AI content is generated while the game is running.
AI-assisted tools were used during development to help write and revise source code, user-interface text, and pre-written in-game event descriptions. The city and its visuals are rendered procedurally by code. The game uses pre-written content during gameplay and does not generate AI content or connect to external AI services while running.
Country Drive Simulator is designed, written and programmed by our team. The game concept, ideas and game design are entirely our own. Generative AI tools were used in a limited and supervised way for some pre-generated content: - Some 2D images and surface textures used on buildings and props (for example shop-window photos, posters, signs and weathered material textures) were generated or processed with AI image tools, then edited and placed by hand. - AI-assisted translation was used for the store page and the in-game text localization (18 languages), reviewed by the team. No content is generated by AI while the game is running. Audio, music, vehicle physics, 3D models, gameplay systems and the game's core framework contain no AI-generated content; they are authored by the team or licensed from asset creators. AI coding assistants were used as development tools.
Store images are ai generated.
Generative AI was used to assist with artwork, audio, and writing during the development of BLACKBELL. All AI-assisted content was reviewed, refined, and integrated under the developer's creative direction. No generative AI is used during gameplay.
Some programs and scripts were developed with AI assistance.
Some of this game's content was created with the assistance of generative AI tools and then reviewed, edited, and finalized by the developer: character illustrations, backgrounds, event CGs, clue images, and the title video. The English, Japanese, and Chinese translations were drafted with AI assistance and reviewed. Music and some sound effects were procedurally synthesized; the remaining sound effects and ambiences are edited from commercially licensed real-world recordings (Sound Effect Lab). No AI was used for audio. All AI-assisted content was pre-generated during development; nothing is generated by AI at runtime.
During development, AI-based tools were used to assist in creating visual content and translations. The results were reviewed and refined to reflect the game’s creative direction.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ghostwriter In-game content art | Generative AI was used in the creation of some visual artwork. Final artwork was art-directed and edited by the developer.
No AI-generated content is created during gameplay. | Pssst Games | - | Oct 16, 2026 | |
Stone Gambit In-game content art | Some sprite images were generated using AI. | Masben Games | - | Oct 16, 2026 | |
哈罗德的东海冒险 In-game content art | Some illustrations and plugins in the game were made using AI | 神精 | - | Oct 16, 2026 | |
King Must Rush In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Oct 16, 2026 | |
传传回收公司 In-game content artaudio | Generative AI was used during development to assist in creating some artwork, promotional images, and sound effects. These assets are pre-generated; the game does not generate AI content during gameplay. | July Studio | - | Oct 16, 2026 | |
Only Guns In-game content audio | Some music generated with AI | Hazy Wizard Studios | - | Oct 16, 2026 | |
Hodrimeydan Unclear art | Graphical Assets | Hodrimeydan | - | Oct 16, 2026 | |
ShironoTou Store/marketing art | Generative AI was used to create and edit some marketing materials for the Steam store page, including promotional images and trailer presentation elements. The game itself does not generate AI content during gameplay. | Yuubi1997 | - | Oct 16, 2026 | |
MMOAlone Dev only | As a solo developer, I used AI tools to help bring my ideas to life.
I understand that there is a lot of criticism and discussion surrounding AI, and I believe those conversations are important. To me, AI is ultimately a tool — what matters is how it is used.
For my game, AI has been like having a group of little helping fairies: I describe an idea, a problem, or something I want to create, and they help me turn it into something tangible.
As a solo developer, I’m grateful to have access to tools that allow me to create things that would otherwise be far beyond what I could achieve alone. | MadWambo Entertainment | - | Oct 16, 2026 | |
VampOS: Red Ledger Store/marketing artaudiotextcode | EVERYTHING
The Art,
The Music,
The Sound,
The Code,
The steam page art and descriptions themselves. | noanim | - | Oct 16, 2026 | |
Basket Corp. In-game content art | Generative AI tools were used to help create a limited number of pre-generated visual assets, including selected character portraits, backgrounds and promotional artwork. All assets were reviewed and curated by the developer before inclusion in the game. | Basket Corp. | - | Oct 16, 2026 | |
Wretched In-game content artaudio | Some Splash Screen Art, Backgrounds and Music have been created with the help of AI. | Spellcraft Publishing | - | Oct 16, 2026 | |
Last Stream In-game content art | Some 3D models of in-game objects and props were generated with the assistance of AI tools from reference images created by our team, and were then manually adjusted, textured and integrated into the game. All code, design, mechanics and final assembly are the work of our team. | 3GEM Studios | - | Oct 16, 2026 | |
Work With Script In-game content art | Work With Script includes pre-generated visual assets created with generative AI: the MIDI keyboard artwork, the feather icon used for Writer Mode, and eight example thumbnails included as starting-point references for creators in the Thumbnail Board. The application contains no AI features — no content is generated during use, and the application does not connect to external AI services. | Alexander Androsov | - | Oct 16, 2026 | |
Phase Sync In-game content text | Generative AI tools assisted during development with portions of puzzle and level ideation, written content, localization drafts, and store-page marketing materials. All generated suggestions were selected, reviewed, edited, tested, and integrated by the developer. Phase Sync does not generate content during gameplay, and no player data is sent to generative AI services. | Zoran Olujic | - | Oct 16, 2026 | |
I am the Dungeon Boss Dev only text | Store page description text was drafted with AI assistance and edited by the developer. No AI-generated content is used in the game itself. | Dungeon Boss | - | Oct 16, 2026 | |
Planet Doctor In-game content text | Generative AI was used for in-game text translation and localization. | NE159 Games | - | Oct 16, 2026 | |
The Split Layer In-game content audio | I used AI generated voiceover from TTSmaker to get a robot-like sounding voiceover only. | Breadslap Studio | - | Oct 16, 2026 | |
KIBAKI ! In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets and artwork included in the game. The generated content was reviewed and curated by the developer before being included in the final product. | HAZA Studio | - | Oct 16, 2026 | |
Excuse Me, King! In-game content arttext | Generative AI was used to create pre-generated character artwork, store artwork, and translations of interface, card, and store page text. No content is generated by AI during gameplay and the game does not connect to external AI services. | LNStudio | - | Oct 16, 2026 | |
Nested Moves In-game content text | AI tools were used during the preparation and localization of trivia questions to assist with grammar, syntax, wording, and consistency checks. | Lagopus Squared | - | Oct 16, 2026 | |
Squadron 404 In-game content arttext | For 2D-Art and programming. Partly for Dialogue and localization. | SRI GAMES | - | Oct 16, 2026 | |
Little Witch’s Lodge A Cozy Magical Cleanup Game Unclear artaudio | Images,SFX,Music | SIENTURE | - | Oct 16, 2026 | |
PREEMINENCE: World on the brink In-game content text | An AI assistant helped collect, check and format the real-world data the game starts from (economy, population, public finances, elections), using public sources such as the World Bank, the United Nations and the Penn World Table. It also helped write some in-game text and the English, Spanish and German translations. Everything it produced was reviewed by the developer before going into the game. Every source is credited in the game and listed in the public documentation, and values that had to be estimated are marked as such. No content is generated by AI while the game is running. | Epure Works | - | Oct 16, 2026 | |
Tiny Track Labs In-game content artcode | The interface icons in the game were made with AI tools. The trees, rocks and grass are hand-made models from the Quaternius Ultimate Nature pack. Some store screenshots and videos were captured before that swap and show earlier AI-made placeholder models. The track pieces, cars and gameplay are built in code. Code is done with the help of AI coding assistants (Claude and Codex). Nothing is generated by AI while you play. | Cout Games | - | Oct 16, 2026 | |
Void Survey In-game content art | Some of the 2D art in Void Survey - the drone, relic, module, item and encounter illustrations - was created using generative AI image tools, then selected, edited and integrated by hand. All code, game design, balance and writing are human-authored. No AI content is generated while you play; every asset ships with the game and is fixed. | Michiel Basson | - | Oct 16, 2026 | |
Wunderfront Store/marketing art | Generative AI tools were used solely to create promotional storefront graphics (capsule art). No AI-generated artwork, audio, or assets are present inside the game build itself. | Mysterious Alien | - | Oct 16, 2026 | |
FLS 流光掠影 Fleeting Light and Shadows Dev only artcode | We may use AI generation tools to create code, images, or other content as placeholders during the early stages of development and beyond. As the project stabilizes, we commit to continuously replacing these AI-generated assets with traditionally handcrafted materials to the best of our ability. | Swordmind Workshop | - | Oct 16, 2026 | |
Mesozoic Protocol In-game content artaudiotextcode | The store artwork, the ability icons and the achievement icons were made with AI image tools. Some 3D models and some sound effects were made with AI tools. The in-game text and its German translation were written with AI tools and edited by the developer. The code was written with AI coding tools. No AI content is generated during gameplay. | Ricos Labs LLC | - | Oct 16, 2026 | |
Triad In-game content audio | 部分游戏背景音乐通过AI生成 | Aleph Game Studio | - | Oct 16, 2026 | |
Sentient Core: Nanite Idle Dev only code | Agentic coding tools based on generative AI were used during development of Sentient Core: Nanite Idle to assist with writing and refactoring source code. All AI-assisted output was reviewed, edited and approved by the developer, who bears full responsibility for the product.
The shipped game does not use generative AI at runtime. All game content, including the Mind's comments, experiments and dreams, is implemented deterministically and computed locally on the player's machine. No player data is transmitted to external AI services. | Nesery Games | - | Oct 16, 2026 | |
Clawuuudy Live AI text | Clawuuudy uses generative AI for optional chat and task assistance. Players connect a compatible AI model service. Online services may require an API key and receive the conversation or task data needed to produce a response. The basic desktop pet can be used without an AI connection. | BlackBear | - | Oct 16, 2026 | |
Buffet Simulator In-game content art | Several food/buffet items start as AI generated models before being hand edited and verified in Blender before final usage. | KCGS | - | Oct 16, 2026 | |
The Flame and the Sword In-game content arttextaudio | The Flame and the Sword was created with the assistance of generative AI tools.
Story and dialogue: the script was written and iterated with the help of AI writing assistance. The developer guided, reviewed and edited all written content.
Visual assets: backgrounds, character sprites, full-screen illustrations and promotional images were produced with generative AI image tools, then selected, edited and assembled by the developer.
Music: the soundtrack was produced with generative AI music tools and selected by the developer.
No generative AI is used while the game is running. All content is pre-generated and shipped with the game. No real person's likeness or voice is used. | EDOBGames | - | Oct 16, 2026 | |
Red Crayon means Poppies Live AI art | The game uses a local LLM vision model to power a backend, which handles sketch recognition. No data is stored or saved anywhere but locally, and any data stored is necessary to the gameplay. No analytics are performed beyond basic geometry and visual checks needed to assess drawings for specified gameplay criteria. | Bitforge Games Inc. | - | Oct 16, 2026 | |
Waste Of Life In-game content textcodeartaudio | this game is almost entirely ai generated. i wrote probably under 100 LoC myself. i just wanted to see how far we could make it | Evan Lightcap | - | Oct 16, 2026 | |
EonDeluge In-game content artcode | The game icon and some promotional images were created with generative AI tools and then edited and finalized by the developer. Parts of the game's code were generated with AI tools and then reviewed and edited by the developer. All other shipped content — in-game art, text, music, and sound effects — was created by the developer or is used under license. The game does not run any AI model during play and does not generate content at runtime. | QAZ-Dupelord | - | Oct 16, 2026 | |
Shelf-Made Tycoon In-game content artcodeaudiotext | Shelf-Made Tycoon was created under our own creative direction: the ideas and vision behind it are ours, and AI was one of the production tools we used to build it. The game's code, text, 3D models and icons were created using AI tools, with every model built in Blender from concept sheets we briefed and approved. Its sound effects, ambient sound and translations into 13 languages were generated with AI, as were parts of our store page and marketing materials, including the trailer's music. Nothing in the game is generated by AI while you play. | Flockbay | - | Oct 16, 2026 | |
One Card In-game content artaudio | AI was used for placeholder images and the initial design of the stickers. This use may vary as the game evolves. I used code assistance, and suno for the music. | Dave | - | Oct 16, 2026 | |
Pest Termina ~ Swarm Defense In-game content textaudio | Translation and some sound effects | Alesic Studio | - | Oct 16, 2026 | |
Paper Veil In-game content art | The game also makes use of AI-generated images, which may include stylized or eerie visual elements that enhance its darker atmosphere. | GS33 Studio | - | Oct 16, 2026 | |
Slime Slash VR Store/marketing arttext | The opening and ending images, and the store page text, were made with a generative AI tool. The game does not generate images, audio, or text during play, and does not connect to an AI service. | 최현욱 | - | Oct 15, 2026 | |
Eight Bells In-game content art | Some of the current artwork (including ship and monster background illustrations) was generated with AI image tools and edited by the developer. These are placeholders that will be replaced with hand-made art before release. No AI content is generated while the game is running. | Mad Hermits | - | Oct 15, 2026 | |
Starfold In-game content textcode | AI-assisted tools were used during development to help write and revise source code, user-interface text, and pre-written in-game event descriptions. The city and its visuals are rendered procedurally by code. The game uses pre-written content during gameplay and does not generate AI content or connect to external AI services while running. | Snackcart | - | Oct 15, 2026 | |
Country Drive Simulator In-game content arttext | Country Drive Simulator is designed, written and programmed by our team. The game concept, ideas and game design are entirely our own. Generative AI tools were used in a limited and supervised way for some pre-generated content:
- Some 2D images and surface textures used on buildings and props (for example shop-window photos, posters, signs and weathered material textures) were generated or processed with AI image tools, then edited and placed by hand.
- AI-assisted translation was used for the store page and the in-game text localization (18 languages), reviewed by the team.
No content is generated by AI while the game is running. Audio, music, vehicle physics, 3D models, gameplay systems and the game's core framework contain no AI-generated content; they are authored by the team or licensed from asset creators. AI coding assistants were used as development tools. | Simdepo Games | - | Oct 15, 2026 | |
Planet Munchers Store/marketing art | Store images are ai generated. | Crush Bug Studios | - | Oct 15, 2026 | |
NISKALA: Survivors In-game content artaudiotext | Generative AI was used to assist with artwork, audio, and writing during the development of BLACKBELL. All AI-assisted content was reviewed, refined, and integrated under the developer's creative direction. No generative AI is used during gameplay. | PALE WINDOW STUDIO | - | Oct 15, 2026 | |
Dream Dwelling 梦想栖居 Dev only code | Some programs and scripts were developed with AI assistance. | Kona | - | Oct 15, 2026 | |
BrideOfDawn In-game content arttextaudio | Some of this game's content was created with the assistance of generative AI tools and then reviewed, edited, and finalized by the developer: character illustrations, backgrounds, event CGs, clue images, and the title video. The English, Japanese, and Chinese translations were drafted with AI assistance and reviewed. Music and some sound effects were procedurally synthesized; the remaining sound effects and ambiences are edited from commercially licensed real-world recordings (Sound Effect Lab). No AI was used for audio. All AI-assisted content was pre-generated during development; nothing is generated by AI at runtime. | SKYPLUS | - | Oct 15, 2026 | |
The 08:17 Problem In-game content arttext | During development, AI-based tools were used to assist in creating visual content and translations. The results were reviewed and refined to reflect the game’s creative direction. | Stepmeck Games | - | Oct 15, 2026 |