Localization was produced with AI-assisted machine translation.
- Creator
- Mao Den Games
- Reviews
- -
- Added
- Aug 29, 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.
Localization was produced with AI-assisted machine translation.
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.
Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity. Everything else is human-made: design, writing, level design, code and audio. We think you should know this before you play.
The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play.
Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored.
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
Generative AI tools were used in a limited capacity during the development process.
Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
Steam community assets and store page art. Planning to replace later with art from an artist.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
The game is a single hand-maintained source file. It was written together with an AI coding assistant. Every change was reviewed, tested and integrated by the developer; the game ships with its own automated test suite.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs.
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
Some of the background images used in this game were created with the help of generative AI tools. All generated images were reviewed, selected, and adjusted by the developer before being included in the game. Generative AI was not used for the scenario text, the character sprites, the UI, or the music. This game contains no system that generates any content in real time with AI while playing.
Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı.
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.
AI was used to generate some textures
All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans.
Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools
Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
Generative AI tools were used during the creation of some art assets and code.
Some icons and images were generated using AI and then manually edited.
AI has been used to generate artwork for this game.
Generative AI tools were used for localization, marketing images, intro video, and some graphical assets.
Generative AI has been used to support the development of art direction and music style for this game.
Translations, SFXs and some cutscenes are made with the help of AI
Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
AI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game.
Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Some assets were fine tuned with the help of AI.
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Environments and environmental artwork are not created using generative AI. Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
AI is used to generate a portion of the in-game imagery.
The game's voiceover and logo were created using AI.
hey guys. i used ai to code efficently. no ai generated art inside. have fun!
The background images and animals pictures are pre-rendered AI art
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Post Office: Tidy Up! In-game content text | Localization was produced with AI-assisted machine translation. | Mao Den Games | - | Aug 29, 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 | |
Hellternum In-game content art | Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity.
Everything else is human-made: design, writing, level design, code and audio.
We think you should know this before you play. | Weird Potro Studio | - | Aug 29, 2026 | |
DAKENSHI Store/marketing art | The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play. | Sakamo Productions | - | Aug 29, 2026 | |
A Lovely Day in Hell In-game content audio | Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored. | Wander & Wilt | - | Aug 29, 2026 | |
SCOP In-game content art | Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay. | LudoDema | - | Aug 29, 2026 | |
The Hundredth Gear Dev only | Generative AI tools were used in a limited capacity during the development process. | Crimson Cloud Games | - | Aug 29, 2026 | |
The House Between Times Store/marketing arttext | Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay. | Gentle Quartz | - | Aug 29, 2026 | |
Pixel Chaos: Tidy Up the Museum In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Surprisia Games | - | Aug 29, 2026 | |
ALL-HU: Mahjong Puzzle In-game content artaudio | Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI. | SHJ Studio | - | Aug 29, 2026 | |
Rookie Spook Store/marketing art | Steam community assets and store page art. Planning to replace later with art from an artist. | Games with Geebs | - | Aug 29, 2026 | |
Hero of the Kingdom: Echoes In-game content text | Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts. | Lonely Troops | - | Aug 29, 2026 | |
Pogo Gnom Dev only code | The game is a single hand-maintained source file. It was written together
with an AI coding assistant. Every change was reviewed, tested and integrated by
the developer; the game ships with its own automated test suite. | KILIRAU | - | Aug 29, 2026 | |
THE LONG FORGETTING In-game content artaudio | All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made. | Quiet Machine | - | Aug 29, 2026 | |
Giusto In-game content art | Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs. | JustRite Games | - | Aug 29, 2026 | |
Phasewright In-game content audio | The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made. | Lucaren | - | Aug 29, 2026 | |
Garbage Incident In-game content art | Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game. | Empty Pixel | - | Aug 29, 2026 | |
//トロイメライ・ノクターン In-game content art | Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing. | shiori-project | - | Aug 29, 2026 | |
EGO X The Truth Dev only codeart | Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı. | Elif Dalmis | - | 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 | |
The Night Kitchen In-game content art | AI was used to generate some textures | Clanga Game | - | Aug 29, 2026 | |
The Can Stacking Simulator In-game content audioart | All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans. | SECOND DOOR | - | Aug 29, 2026 | |
Cards Everywhere! In-game content art | Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay. | Armed Chicken | - | Aug 29, 2026 | |
Railhold Dev only art | AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay. | Veten | - | Aug 29, 2026 | |
Marrowlight art | Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools | Entropy Digital Entertainment | - | Aug 29, 2026 | |
Seed Money In-game content artaudiocode | Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team. | Studio Oriens | - | Aug 29, 2026 | |
Farmer's Kitchen In-game content art | Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art. | Cogitans Games | - | Aug 29, 2026 | |
远航 Dev only artcode | Generative AI tools were used during the creation of some art assets and code. | Yuewen | - | Aug 29, 2026 | |
Pit Purge In-game content art | Some icons and images were generated using AI and then manually edited. | Ristanox | - | Aug 29, 2026 | |
Trials Of The Void In-game content art | AI has been used to generate artwork for this game. | Farya Wolyo Studios | - | Aug 29, 2026 | |
Dead March: Dark Lord Rising In-game content textart | Generative AI tools were used for localization, marketing images, intro video, and some graphical assets. | Imaginary | - | Aug 29, 2026 | |
I.T.C.B - Interstellar Trade Compliance Bureau In-game content artaudio | Generative AI has been used to support the development of art direction and music style for this game. | Baseless Assumption Studio | - | Aug 29, 2026 | |
Welcome Demon In-game content textaudio | Translations, SFXs and some cutscenes are made with the help of AI | NurRam | - | Aug 29, 2026 | |
TCG Card Collection: Tidy Up Store/marketing art | Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it. | EXP Interactive | - | Aug 29, 2026 | |
Beneath Solmere In-game content audiotextart | Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay. | Matias Devoto | - | Aug 28, 2026 | |
Tumble Tavern Store/marketing art | Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live. | Guildhelm Studios Ltd | - | Aug 28, 2026 | |
Draw My Home | AI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images. | Happy Fish | - | Aug 28, 2026 | |
ARETIAS: Cursed Island In-game content arttext | Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | inHeka Studios | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
Chief? About That File... In-game content arttext | Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game. | Desk Lamp | - | Aug 28, 2026 | |
Grandpa's Legacy In-game content art | Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play. | Chigüi Studio | - | Aug 28, 2026 | |
She'll Be Home Soon In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | Aug 28, 2026 | |
Keep to the Blue Unclear | Some assets were fine tuned with the help of AI. | Kool Matter | - | Aug 28, 2026 | |
Echo Harvest In-game content art | Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay. | SchismProducts | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
Fishing Spot Dev only art | Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development. | Float Dev | - | Aug 28, 2026 | |
100K ZOMBIES In-game content art | AI is used to generate a portion of the in-game imagery. | 正常游戏 Normal Games | - | Aug 28, 2026 | |
911 Dispatcher: Unknown Caller In-game content audioart | The game's voiceover and logo were created using AI. | Room13Games | - | Aug 28, 2026 | |
No Such Floor Dev only code | hey guys. i used ai to code efficently. no ai generated art inside. have fun! | QuasART GAMES | - | Aug 28, 2026 | |
Chronime Puzzle: Animals In-game content art | The background images and animals pictures are pre-rendered AI art | Quantum Quiver Games | - | Aug 28, 2026 |