Some visual assets may be created or enhanced using AI tools. AI is used as a supporting tool in the content creation process.
- Creator
- Cookie Samurai Team
- Reviews
- -
- Added
- May 23, 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.
Some visual assets may be created or enhanced using AI tools. AI is used as a supporting tool in the content creation process.
Only the Steam capsule pictures were generated by AI.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
Some of the art is generated, and Localization was done by AI as well. These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used only in assisting with promotional elements of the game. There is absolutely no AI Generated Content In-Game.
AI helped me create images for the Steam store and helped me implement certain game mechanics.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic.
Generative AI was used in the creation of the artwork for the menus.
During the development process, some AI-based tools were used to assist with content creation.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
AI-generated art objects
AI support has been used in the translations and visuals on the Steam store page.
The trailer was made using artificial intelligence.
Used AI to create game promotional materials, game app icons, tree trunk textures, and UI designs.
Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
1. In-game artwork Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT (image generation) and further edited, retouched, and composed by the developer in the final art pipeline. 2. Store page and marketing graphical assets Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI ChatGPT, and further edited, retouched, and composed by the developer before upload. 3. In-game localization Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy. Runtime behavior: - No generative AI models are bundled with or called from the shipped game binary. - All AI-generated content is pre-rendered and baked into final assets at build time. - No user inputs are sent to any AI service during gameplay.
Loopfall uses generative AI for select shipped content: • Music — created in collaboration with ElevenLabs. • Sound effects — generated with ElevenLabs Sound Effects. • Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API. All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release.
Logo was created by AI.
The game contains assets generated with AI, such as textures.
Used for programming assistance and text translation.
Game Items are partially generated by AI.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles: - Translating store descriptions and in-game text into different languages - Acting as a helper assistant during code writing All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.
キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。
AI-generated content is used in some carpet textures and news icons.
“Helped finalize the AI game’s code and fix the shapes.”
Some UI elements feature images created using generative AI.
AI assistance was used in creating some 2D & 3D assets, plus portions of text.
The music and sound effects in GardenGrow were created using generative artificial intelligence tools.
Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools.
Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process.
Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers.
Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process.
Used AI to assist in creating a small amount of art material
Some audio, Some Code
Our game has utilized AI in-game and in some store visuals.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
The logo was made by my homie with the help of an ai there i said it
This game makes limited use of generative artificial intelligence during development. Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion. All gameplay, design, and final creative decisions were made by the developer.
Generative AI was used to assist in the creation of 2D graphical textures (such as the core visuals and aesthetic shop skins) as well as assisting as a tool in writing the underlying game code and mechanics.
AI was used to assist with coding and logo design. All gameplay and design were created by the developer.
This game was build entirely using Artificial Intelligence, including code, visual, sound effects and soundtracks. It was however crafted with care by a real human.
Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer.
AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
This game uses generative AI to create some sound effects and musical elements. All other content is created without AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DECASTLE In-game content art | Some visual assets may be created or enhanced using AI tools. AI is used as a supporting tool in the content creation process. | Cookie Samurai Team | - | May 23, 2026 | |
Crafty Marbles Store/marketing art | Only the Steam capsule pictures were generated by AI. | Peterclark | - | May 23, 2026 | |
My First Driving School In-game content art | The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components. | STARFALL STUDIO SRL | - | May 23, 2026 | |
Sync or Sink In-game content arttext | Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch | SyrupyGames | - | May 23, 2026 | |
Whose Lawn Is It Anyway Store/marketing art | Generative AI was used only in assisting with promotional elements of the game.
There is absolutely no AI Generated Content In-Game. | StratoVec Studios | - | May 23, 2026 | |
NEVEREND Store/marketing artcode | AI helped me create images for the Steam store and helped me implement certain game mechanics. | KTENIUM | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | May 23, 2026 | |
Alpha Star In-game content art | Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic. | Minands | - | May 23, 2026 | |
Messiah Simulator In-game content art | Generative AI was used in the creation of the artwork for the menus. | Patrick Gallaway | - | May 23, 2026 | |
Apotheosis Engine Unclear | During the development process, some AI-based tools were used to assist with content creation. | genkakusoft | - | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
Bloody Cleanup TOGETHER Unclear art | AI-generated art objects | Meraki Tech | - | May 23, 2026 | |
Pass the Mask! In-game content arttext | AI support has been used in the translations and visuals on the Steam store page. | Immeta Studios | - | May 23, 2026 | |
MQ: Rise Above Store/marketing art | The trailer was made using artificial intelligence. | 99ADM | - | May 23, 2026 | |
Bunny:Protect Her In-game content art | Used AI to create game promotional materials, game app icons, tree trunk textures, and UI designs. | ZSL | - | May 23, 2026 | |
The Universe Won't Pause In-game content art | Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI. | My Insights Games | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
Not a Trolley Problem! In-game content arttext | 1. In-game artwork
Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT
(image generation) and further edited, retouched, and composed by the developer in the final art pipeline.
2. Store page and marketing graphical assets
Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI
ChatGPT, and further edited, retouched, and composed by the developer before upload.
3. In-game localization
Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy.
Runtime behavior:
- No generative AI models are bundled with or called from the shipped game binary.
- All AI-generated content is pre-rendered and baked into final assets at build time.
- No user inputs are sent to any AI service during gameplay. | NEOTOLIS LLC | - | May 23, 2026 | |
Loopfall In-game content audiotext | Loopfall uses generative AI for select shipped content:
• Music — created in collaboration with ElevenLabs.
• Sound effects — generated with ElevenLabs Sound Effects.
• Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API.
All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release. | Lukas Korba | - | May 23, 2026 | |
Cleaning Simulator: Ultimate Mess Store/marketing art | Logo was created by AI. | Alice Games | - | May 23, 2026 | |
NoCube In-game content art | The game contains assets generated with AI, such as textures. | KuutioPixel Oy | - | May 23, 2026 | |
GolFall: Make Your Way Up Dev only text | Used for programming assistance and text translation. | tesakiza | - | May 23, 2026 | |
Drowning Dream In-game content | Game Items are partially generated by AI. | d273 | - | May 23, 2026 | |
Guardians of the Abyss: Rogue Protocol In-game content audiotext | Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay. | santos forge | - | May 23, 2026 | |
Mostly Delivered Store/marketing codetextart | Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made. | Could Be Worse Games | - | May 23, 2026 | |
Peter the Stash Hunter In-game content textcode | Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game. | Fragilent | - | May 23, 2026 | |
Animal UFO In-game content art | キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。 | Okamotodo | - | May 23, 2026 | |
絨毯を洗うゲーム In-game content art | AI-generated content is used in some carpet textures and news icons. | daimaGAME | - | May 23, 2026 | |
Split Fate Dev only code | “Helped finalize the AI game’s code and fix the shapes.” | Nauron Studio | - | May 23, 2026 | |
PLACE TO FIT In-game content art | Some UI elements feature images created using generative AI. | BitRockGames | - | May 23, 2026 | |
Cozy Coasters In-game content arttext | AI assistance was used in creating some 2D & 3D assets, plus portions of text. | Mercior Games | - | May 23, 2026 | |
GardenGrow In-game content audio | The music and sound effects in GardenGrow were created using generative artificial intelligence tools. | ADIRINK | - | May 23, 2026 | |
Livin' the Cream: Ice Cream Simulator In-game content arttext | Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools. | Clover Rock Games | - | May 23, 2026 | |
SAI-1 In-game content text | Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process. | SH Studio | - | May 23, 2026 | |
DAWGS: The Revenge In-game content textart | Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers. | StratoVec Studios | - | May 23, 2026 | |
Gambiarra Garage In-game content artcode | Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process. | FuzzyDev | - | May 23, 2026 | |
无尽迷宫 Store/marketing art | Used AI to assist in creating a small amount of art material | 一云之空 | - | May 23, 2026 | |
Stellar Golf In-game content audiocode | Some audio, Some Code | Fort Chuck Entertainment | - | May 23, 2026 | |
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
Birds Store/marketing art | The logo was made by my homie with the help of an ai there i said it | RubenCo | - | May 23, 2026 | |
Cucumber Airlines In-game content audioartcode | This game makes limited use of generative artificial intelligence during development.
Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion.
All gameplay, design, and final creative decisions were made by the developer. | Kokoa Interactive | - | May 23, 2026 | |
LaVonne's Bouncing Idle In-game content artcode | Generative AI was used to assist in the creation of 2D graphical textures (such as the core visuals and aesthetic shop skins) as well as assisting as a tool in writing the underlying game code and mechanics. | LaVonne | 18 | May 23, 2026 | |
Overhang In-game content codeart | AI was used to assist with coding and logo design. All gameplay and design were created by the developer. | CountRaze | - | May 23, 2026 | |
Slingshot: Escape the Solar System In-game content artaudiocode | This game was build entirely using Artificial Intelligence, including code, visual, sound effects and soundtracks. It was however crafted with care by a real human. | indiega.me | - | May 23, 2026 | |
VR Blacksmithing In-game content artaudio | Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer. | Just Me Games | - | May 23, 2026 | |
Graviton Core In-game content audioart | AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted. | JPGames | - | May 23, 2026 | |
Void Strike Dev only code | AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support. | BareboneDev | - | May 23, 2026 | |
ELLA in da room In-game content audio | This game uses generative AI to create some sound effects and musical elements. All other content is created without AI. | nhun | - | May 23, 2026 |