Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
- Creator
- PlayPartyGames
- Reviews
- -
- Added
- Oct 3, 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.
Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
Generative AI was used during development to create visual assets, including character illustrations, backgrounds, and UI artwork, as well as portions of the written text. The generated content was edited and adapted to fit the game's setting and presentation.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Made by an ordinary person building a game for the first time, with generative AI tools helping throughout. The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game. Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play.
AI was used for Locolization to different languages for better language support.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
This game uses Generative AI for most 2D artwork and UI elements. All characters, enemies and environments were created fully without the use of AI.
Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game. Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page. The core content and functionality of the game were not created using generative AI.
As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service.
AI tools were utilized for translation assistance, and Suno was used for generating background music.
AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction.
Generative AI was used during development for some visual and audio assets and for translations. No content is generated during gameplay.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
Generative AI was used for art and sound.
The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
The game includes two AI generated music tracks and all Non-English text was translated using AI translation tools.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game.
Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates.
Generative AI was used only for localization.
AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play.
Some of the background art in the game was created using generative AI.
As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Generative AI may be used to assist with localization. All final text is reviewed and edited by the developer.
Details for the hand-illustrated artworks were mostly AI-generated.
Generative AI tools were used during the development of MEAM Launcher and some of the included games. AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development. All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product. MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software.
This game utilizes generative AI tools to assist in creating certain in-game assets. Specifically, AI was used to generate initial drafts for box trademark textures, warehouse prop assets, and some UI resources. All generated assets were manually reviewed and modified by our development team to ensure they do not infringe upon any third-party copyrights before being implemented into the final game
This game uses generative AI as part of its content creation pipeline. Some elements of the store page cover art were generated using AI and then combined with additional artwork created by our designer. Certain in-game environment textures were processed using AI-assisted tools as part of the texturing workflow. Character voices were recorded by our own team and then processed with AI-based voice conversion to transform them into different character voices. All AI-assisted content was reviewed and refined by our team before being included in the final game.
Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play.
AI was used to help generate some text and translations. All art, models, and animation are human-made.
Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Translations from English into other languages have been done with the help of AI tools.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
Shred Inc. In-game content artaudio | Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service. | Otter Game Forge | - | Oct 3, 2026 | |
Vampus the Space Vampire In-game content art | All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer. | Bjørn Eriksen | - | Oct 3, 2026 | |
Goblin Apocalypse: Open World Survival In-game content textaudioart | AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style. | Nons Games | - | Oct 3, 2026 | |
アヤカシプロファイル In-game content arttext | Generative AI was used during development to create visual assets, including character illustrations, backgrounds, and UI artwork, as well as portions of the written text. The generated content was edited and adapted to fit the game's setting and presentation. | Hyakki Yagyo inc | - | Oct 3, 2026 | |
Wedding Runner In-game content arttextcode | This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play. | Protoward LLC. | - | Oct 3, 2026 | |
Headbutt Dino In-game content artaudiocodetext | Made by an ordinary person building a game for the first time, with generative AI tools helping throughout.
The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game.
Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play. | paranh | - | Oct 3, 2026 | |
MotoBox In-game content text | AI was used for Locolization to different languages for better language support. | Playdemic Games | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Wyrmhold In-game content art | This game uses Generative AI for most 2D artwork and UI elements. All characters, enemies and environments were created fully without the use of AI. | DHG Game Studio | - | Oct 3, 2026 | |
Turbound In-game content arttext | Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game.
Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page.
The core content and functionality of the game were not created using generative AI. | Broken Telescopė | - | Oct 3, 2026 | |
Siegehand In-game content art | As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay. | Kessel Studio Games | - | Oct 3, 2026 | |
SCREW IT! In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay. | 352 Interactive | - | Oct 3, 2026 | |
Hotpot Party In-game content artaudio | Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service. | Nuclear Kitty Games | - | Oct 3, 2026 | |
Guild Manager In-game content textaudio | AI tools were utilized for translation assistance, and Suno was used for generating background music. | Team Rounding | - | Oct 3, 2026 | |
Suns Unknown In-game content art | AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction. | Moralsoft | - | Oct 3, 2026 | |
Bone Idle In-game content artaudiotext | Generative AI was used during development for some visual and audio assets and for translations. No content is generated during gameplay. | Skollheim | - | Oct 3, 2026 | |
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
Wargrown In-game content artaudio | Generative AI was used for art and sound. | Drowning Donkey | - | Oct 3, 2026 | |
AI BREACH In-game content text | The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages. | Arkhive Systems | - | Oct 3, 2026 | |
Edenfinity In-game content audiotext | Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. | Cauê Ferrareto | - | Oct 3, 2026 | |
CUE-RIOUS In-game content arttext | Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service. | Grill Kinetic LLC | - | Oct 3, 2026 | |
Auto Ball In-game content audiotext | The game includes two AI generated music tracks and all Non-English text was translated using AI translation tools. | Dominick Favata | - | Oct 3, 2026 | |
Podyezd In-game content artaudiotextcode | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | RavenS Software | - | Oct 3, 2026 | |
Bio Inc. Total Defense In-game content arttext | We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details. | DryGin Studios | - | Oct 3, 2026 | |
Demolition Empire In-game content arttext | Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer. | Kali games | - | Oct 3, 2026 | |
Cirno’s Snowball In-game content artaudiotext | Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay. | FIVE DUCK GAMES | - | Oct 3, 2026 | |
Habitat: The Endless Terrarium In-game content arttext | This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play. | divineVisitation | - | Oct 3, 2026 | |
Grime Cleaner Idle In-game content arttext | Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game. | TreeCover Interactive | - | Oct 3, 2026 | |
Unhex In-game content audioart | Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates. | Major Dog Games | - | Oct 3, 2026 | |
Arctic Adventure In-game content text | Generative AI was used only for localization. | the groundbird works | - | Oct 3, 2026 | |
Zombie Royale In-game content artaudio | AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video. | Perihelion-Software | - | Oct 3, 2026 | |
Moss Survivor In-game content arttext | This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release. | Maronn | - | Oct 3, 2026 | |
Matchday: Player Career In-game content art | Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play. | SyntiaGames | - | Oct 3, 2026 | |
Mineral Craft 2 In-game content art | Some of the background art in the game was created using generative AI. | Natron Games | - | Oct 3, 2026 | |
Frozen Velocity In-game content art | As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI. | OPPRESSED Game Studios | - | Oct 3, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
HAPPY PROPAGANDA In-game content text | Generative AI may be used to assist with localization. All final text is reviewed and edited by the developer. | Not a Dog | - | Oct 3, 2026 | |
Cindocu: The Omens In-game content art | Details for the hand-illustrated artworks were mostly AI-generated. | Cindocu Project | - | Oct 3, 2026 | |
MEAM Launcher In-game content artaudiotextcode | Generative AI tools were used during the development of MEAM Launcher and some of the included games.
AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development.
All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product.
MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software. | Mor10 Productions | - | Oct 2, 2026 | |
Loading Dock Simulator In-game content art | This game utilizes generative AI tools to assist in creating certain in-game assets. Specifically, AI was used to generate initial drafts for box trademark textures, warehouse prop assets, and some UI resources. All generated assets were manually reviewed and modified by our development team to ensure they do not infringe upon any third-party copyrights before being implemented into the final game | BlueGroundStudio | - | Oct 2, 2026 | |
UNTIMELY REGRET In-game content artaudio | This game uses generative AI as part of its content creation pipeline. Some elements of the store page cover art were generated using AI and then combined with additional artwork created by our designer. Certain in-game environment textures were processed using AI-assisted tools as part of the texturing workflow. Character voices were recorded by our own team and then processed with AI-based voice conversion to transform them into different character voices. All AI-assisted content was reviewed and refined by our team before being included in the final game. | Alpha Centauri Studio | - | Oct 2, 2026 | |
Frontier Harvest Initiative In-game content artaudiotext | Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play. | More Than Devs | - | Oct 2, 2026 | |
Way Too Many Fish! In-game content text | AI was used to help generate some text and translations. All art, models, and animation are human-made. | samyam | - | Oct 2, 2026 | |
Abyss Drifter In-game content artaudio | Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover. | VetusCorvum | - | Oct 2, 2026 | |
Slot Theory In-game content art | The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated. | Dextrome | - | Oct 2, 2026 | |
Connected Hearts: Vanished Beauty Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Oct 2, 2026 | |
Divided Empire: Sengoku In-game content text | Translations from English into other languages have been done with the help of AI tools. | Composition GS | - | Oct 2, 2026 | |
Bones will Fly: Tower Defense In-game content artcode | Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play. | Nonna's Oven Games | - | Oct 2, 2026 | |
Ashes of Midgard In-game content textart | AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets. | EverTier Games | - | Oct 2, 2026 |