This game's music was generated using an AI music generation tool.
- Creator
- VulnByte
- Reviews
- -
- Added
- Aug 5, 2026
Public Steam disclosure research 25,394 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.
This game's music was generated using an AI music generation tool.
Sound Syndicate uses some AI-generated tools for creating music, audio clips, and visual art assets used within the game.
Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture, bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is AI-generated music. Those props were made specifically for Bar Baron, following our own art direction, and were then reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs. Character models are not AI-generated. Nothing is generated while you play. The game runs no generative AI at runtime: every system, every event and every number in the simulation was authored by a person.
This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play.
AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated.
We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows: Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic. Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics. In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...)
CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers. Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled. Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact. Both features are completely optional. The game is fully functional and playable without any AI features active.
Character portraits, scene art, and voice performances were generated with licensed AI tools (PixelLab, ElevenLabs) under paid subscriptions, then curated, edited, and directed by hand. The soundtrack is built on the developer's original compositions, produced and arranged with Suno under a paid subscription. All game design, writing, and code are human-made. No AI generation occurs at runtime.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance. Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction.
AI was used to generate code and art assets.
Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play.
Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team.
Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
During the development of this game, generative AI technologies were utilized as auxiliary tools to optimize production and enhance the overall quality of the final product. AI was used in the following areas: Visual Art & Assets: Generative tools were used during the concept art stage to create baseline character portraits, user interface elements, and background images of government offices. All AI-generated assets underwent manual digital painting, color correction, and stylization to fit the game's distinct, gritty political noir atmosphere. Text & Narrative Design: AI assistants were employed for copyediting, historical context verification, dialogue polishing, and structuring large volumes of text to ensure the narrative feels immersive, realistic, and deeply engaging. Coding & Scripting: AI tools helped optimize Godot engine source code, identify bugs, and accelerate the technical implementation of dynamic UI systems. Important Note: The game contains only pre-generated content. There is no live-generated AI content running during gameplay. The game experience is fully deterministic, stable, and hardcoded within the final build by the developer.
Pre-Generated AI content: the illustrations used for in-game news stories in the esports portal (145 images). These were generated with AI tools during development, then filtered and edited by hand against a fixed set of rules: no depictions of people, no readable text, and a fixed colour palette matching the game UI.
The game’s localization was primarily supported by AI tools, with human review where needed.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay.
This title includes content created with the assistance of AI tools.
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
Generative AI was used to assist with the creation of some visual content.
Some images are maded with AI
Assistance with interface prototyping; and assistance with localization.
Certain visual assets in the game are created with the assistance of generative artificial intelligence tools. These assets are reviewed, edited, and integrated by the developers to ensure they meet quality standards and remain consistent with the overall artistic direction of the game.
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code. All output was reviewed and edited by the developer. The game does not generate AI content while running. Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
AI has been used in the development of this product.
Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity.
Store Assets; Game Graphics
Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property.
The game has been made with Claude Code
Music was made with Suno
This game uses pre-generated AI content for a small number of UI button press sound effects created during development using ElevenLabs. These audio assets are included in the shipped game and do not generate dynamically during gameplay. The game does not use live generative AI to create player-facing content while the game is running.
The game has been mostly AI generated.
Generative AI was used to support parts of the game’s development and to help create some marketing materials. All AI-assisted content was reviewed and refined by the development team.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
Generative AI was used for UI/UX, coding, and artwork
Coding tools, audio, etc.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
Some images created using AI for Steam Page.
AI tools were used during development solely for asset optimization and text proofreading.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
Sound Syndicate In-game content audioart | Sound Syndicate uses some AI-generated tools for creating music, audio clips, and visual art assets used within the game. | NiTToN | - | Aug 5, 2026 | |
Bar Tycoon In-game content artaudiotext | Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture,
bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is
AI-generated music.
Those props were made specifically for Bar Baron, following our own art direction, and were then
reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs.
Character models are not AI-generated.
Nothing is generated while you play. The game runs no generative AI at runtime: every system, every
event and every number in the simulation was authored by a person. | Dorean Games | - | Aug 5, 2026 | |
GG Life In-game content art | This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play. | AfterGlow Games | - | Aug 5, 2026 | |
FinSim In-game content art | AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated. | FinSim | 56 | Aug 5, 2026 | |
Hoop Empire In-game content artaudiocode | We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows:
Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic.
Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics.
In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review. | Scotsmore Studios | - | Aug 5, 2026 | |
Kron Wars In-game content art | Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime. | Alien Bulb | - | Aug 5, 2026 | |
Pizza Man Simulator In-game content textaudioart | AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code. | Mamma Mia Studio | 18 | Aug 5, 2026 | |
No Knock In-game content art | The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...) | No Knock | 14 | Aug 5, 2026 | |
CivEconomy - Future Leader Live AI textart | CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled.
Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact.
Both features are completely optional. The game is fully functional and playable without any AI features active. | lekCurts Studio | - | Aug 5, 2026 | |
Halsey Row In-game content artaudiotext | Character portraits, scene art, and voice performances were generated with licensed AI tools (PixelLab, ElevenLabs) under paid subscriptions, then curated, edited, and directed by hand.
The soundtrack is built on the developer's original compositions, produced and arranged with Suno under a paid subscription.
All game design, writing, and code are human-made. No AI generation occurs at runtime. | Grumblepot Games | - | Aug 4, 2026 | |
Koruzan In-game content art | Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime. | Koruzan Games | - | Aug 4, 2026 | |
FIRST LINE In-game content codetext | FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance.
Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction. | FBento | - | Aug 4, 2026 | |
Path of the Retired Adventurer In-game content artcode | AI was used to generate code and art assets. | Nightfeather Studio | - | Aug 4, 2026 | |
Ice Coast Revival In-game content textaudio | Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play. | Firn LLC | - | Aug 4, 2026 | |
Woks & Works In-game content art | Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team. | Quaternion Labs | - | Aug 4, 2026 | |
Farmous In-game content art | Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools | Besir KAYRAN | - | Aug 4, 2026 | |
Wayfarer Protocol In-game content textaudioart | During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights. | OC Studios | - | Aug 4, 2026 | |
Perfect Place In-game content art | Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material. | Popular Gaming | - | Aug 4, 2026 | |
Path to Power In-game content arttextcode | During the development of this game, generative AI technologies were utilized as auxiliary tools to optimize production and enhance the overall quality of the final product. AI was used in the following areas:
Visual Art & Assets: Generative tools were used during the concept art stage to create baseline character portraits, user interface elements, and background images of government offices. All AI-generated assets underwent manual digital painting, color correction, and stylization to fit the game's distinct, gritty political noir atmosphere.
Text & Narrative Design: AI assistants were employed for copyediting, historical context verification, dialogue polishing, and structuring large volumes of text to ensure the narrative feels immersive, realistic, and deeply engaging.
Coding & Scripting: AI tools helped optimize Godot engine source code, identify bugs, and accelerate the technical implementation of dynamic UI systems.
Important Note: The game contains only pre-generated content. There is no live-generated AI content running during gameplay. The game experience is fully deterministic, stable, and hardcoded within the final build by the developer. | Smiret Games | - | Aug 4, 2026 | |
FRAGLINE: Esports Manager art | Pre-Generated AI content: the illustrations used for in-game news stories in
the esports portal (145 images). These were generated with AI tools during
development, then filtered and edited by hand against a fixed set of rules:
no depictions of people, no readable text, and a fixed colour palette matching
the game UI. | HARB Studios | - | Aug 4, 2026 | |
Lifelines In-game content text | The game’s localization was primarily supported by AI tools, with human review where needed. | ToKa Games | - | Aug 4, 2026 | |
Texas Oil Baron In-game content artaudiotext | Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators. | Slabon Games | - | Aug 4, 2026 | |
Only Booze: Liquor Store Simulator In-game content artcode | We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay. | HighOnGames | - | Aug 4, 2026 | |
Streaming Platform Manager Unclear | This title includes content created with the assistance of AI tools. | Empera Games | - | Aug 4, 2026 | |
Deep Blue Sushi Dev only art | AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists. | PaperPixel Games | 96 | Aug 3, 2026 | |
Soul Shine Unclear art | Generative AI was used to assist with the creation of some visual content. | House Of Stupid | - | Aug 2, 2026 | |
Fame & Fear: Dungeon Architect Unclear art | Some images are maded with AI | Wasdlab | - | Aug 2, 2026 | |
TappyCat In-game content text | Assistance with interface prototyping; and assistance with localization. | qs2k | - | Aug 2, 2026 | |
Speedway Club Manager 26 In-game content art | Certain visual assets in the game are created with the assistance of generative artificial intelligence tools. These assets are reviewed, edited, and integrated by the developers to ensure they meet quality standards and remain consistent with the overall artistic direction of the game. | Marcin Dopierała | - | Aug 2, 2026 | |
Aviator Dev only | AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development. | Mood for Games | - | Aug 1, 2026 | |
Questmonger In-game content art | Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP. | The Big Studio | - | Aug 1, 2026 | |
Palisade In-game content textcode | Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI. | Aulot Games | - | Aug 1, 2026 | |
Boxing World Simulator Dev only | AI has been used in the development of this product. | Al & Al | 15 | Aug 1, 2026 | |
The Darker Night: Regent City In-game content artaudio | Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity. | Spinnerzeit | - | Aug 1, 2026 | |
MapCity Store/marketing art | Store Assets; Game Graphics | Permadyn Interactive | - | Aug 1, 2026 | |
Greenrise In-game content audioarttext | Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property. | Crafted by Fuchs | - | Aug 1, 2026 | |
Casino Legends Unclear code | The game has been made with Claude Code | Pinch Games | - | Aug 1, 2026 | |
WinHack 95 In-game content audio | Music was made with Suno | Data Illusions Studios | - | Aug 1, 2026 | |
Launch Window In-game content audio | This game uses pre-generated AI content for a small number of UI button press sound effects created during development using ElevenLabs. These audio assets are included in the shipped game and do not generate dynamically during gameplay. The game does not use live generative AI to create player-facing content while the game is running. | Ben Hamilton | - | Aug 1, 2026 | |
International Trading League Unclear | The game has been mostly AI generated. | Dennis Michael Heine | - | Jul 31, 2026 | |
Completion Index Store/marketing | Generative AI was used to support parts of the game’s development and to help create some marketing materials. All AI-assisted content was reviewed and refined by the development team. | CroakWorksGaming | - | Jul 31, 2026 | |
Medieval Travelling Merchant In-game content artaudio | The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running. | Lord Beard Games | - | Jul 31, 2026 | |
Mountainhall In-game content artaudio | Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans. | Deepmountain Studios | - | Jul 31, 2026 | |
HALFTIME Manager In-game content artcode | Generative AI was used for UI/UX, coding, and artwork | Lazybraindev | - | Jul 31, 2026 | |
Jank Yard Unclear codeaudio | Coding tools, audio, etc. | Watashi Games | - | Jul 31, 2026 | |
Tiny Chef In-game content art | Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist. | Brydon Creative Inc. | - | Jul 30, 2026 | |
Industrial Mogul In-game content art | Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data. | codebooster | - | Jul 30, 2026 | |
Renz Village Adventure Store/marketing art | Some images created using AI for Steam Page. | Logan Renz | - | Jul 30, 2026 | |
RV Life Sim Dev only arttext | AI tools were used during development solely for asset optimization and text proofreading. | Enes PASTIRMACI | - | Jul 30, 2026 |