Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI.
- Creator
- Kaos Games
- Reviews
- -
- Added
- Jul 17, 2026
Public Steam disclosure research 25,497 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.
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Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI.
The story and game design are an original creation of the developer. AI was used as a tool to produce certain fixed visuals (store page, logo, illustrations), in order to faithfully represent the game's artistic vision. No content is AI-generated during gameplay.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
We use generative AI tools to produce the music and sound effects in this game. All audio is reviewed and edited by our team before release.
This game used AI-assisted tools in the following areas: Achievement icons: AI-assisted generation Some game code: AI-assisted writing Game design, gameplay logic, balancing, core systems, and final testing were done entirely by humans.
Code: Generative AI tools were used to create foundational logic and structural boilerplate, which was then heavily edited and modified manually. Audio: Generative AI was used to draft the baseline tracks for the main menu and gameplay music, which were subsequently edited by hand. Marketing Text: AI tools were used to outline the initial structure of the store page descriptions before being manually rewritten.
During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets.
Some of this game's mechanics and visuals were created with the help of AI.
All game videos in this content are AI-generated.
AI was used to assist with the localization process. All other core game content including game design, programming, art direction, and gameplay systems was created by the human development team.
AI tools were utilized for revisions across CG art, music, character assets and environmental scenes.
Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay.
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
This game uses AI-generated content for marketing and promotional materials, including the game trailer, teaser, Steam capsule images, title images, and other marketing assets. Most of the AI-generated images were additionally edited and refined by our team using artistic and creative techniques to better fit the game's visual style. The AI-generated content is limited to external marketing materials only. All actual gameplay, game mechanics, and in-game content were created by the development team.
AI was used for translation.
This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite"). All artwork, ui, and sounds effects do NOT use AI whatsoever.
AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand. We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work.
AI for Partial code generation,Language translation and promotional images
Game files contain AI generated voice lines.
AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff.
AI generated cutscene artworks will be replaced with paid artists work
AI was used in some of the code generation, image generation, and text. All content has been thoroughly vetted without AI.
AI was used to translate the in-game language.
Generative AI was used to assist with coding/scripting and for the localization of in-game text.
AI tools were used during development. The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime.
The design of this game is mostly done by ai. Other aspects, including music, is not AI-Generated.
AI used for Steam cover
To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion. Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior. Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer. Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game. Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer. Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author. The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced.
Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism.
Used AI for translation.
This game uses AI-generated voice audio for the narrative cassette recordings, and some AI-assisted sound effects. All content was reviewed and edited by the developer.
Generative AI tools were partially used during the development process to enhance development efficiency and assist with sound asset creation.
Generative AI was used during development to assist in creating some pre-generated visual assets for the game and its promotional materials, as well as parts of the English localization. All AI-assisted content was reviewed by the developer and edited where necessary. No content is generated by AI while the game is running.
Generative AI was used to assist in creating certain promotional art assets, including the Steam achievement icons and Steam store thumbnails. All gameplay, code, and core game content were created by the developer.
Some illustrations and background art were pre-generated using AI image tools, then manually curated, edited, and tone-matched by the developer. All game text, game design, and code are human-authored. The game does not generate any content with AI at runtime.
AI tools are used exclusively to translate game content into different languages.
Some 2D character illustrations, backgrounds, and UI elements in this game were created with the help of generative AI tools during development, and then manually edited, refined, and reviewed by the developer.
Some models and sounds were prototyped using AI tools and then finished, edited and polished by hand
Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited.
This game utilizes generative AI technologies during development. Specifically, AI tools (such as ElevenLabs) were used to create some character voiceovers and radio dialogues. AI assistance was also employed in generating certain game assets and conceptual sketches. All AI-generated content has been manually post-processed and optimized to maintain the game's psychological horror atmosphere.
Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay.
Some images are generated using AI
No AI content is generated during gameplay. AI tools were used solely for code assistance during development, all code was reviewed and tested by the developer. Every piece of art, music, sound, and text in the game was human-made.
Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay.
AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons.
Generative AI tools were used during development and marketing to assist with ideation, drafting, rewriting, and visual exploration for IN & OUT. All final content included in the game, store page, screenshots, capsules, trailers, and marketing materials is reviewed, selected, edited, and approved by the development team before publication. The game does not use live-generated AI content at runtime. No player input is sent to an AI service, and no gameplay, puzzle, narrative, visual, audio, or localization content is generated dynamically by AI while the game is running.
The images of passengers are AI generated.
Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer.
We used generative AI to create some static illustrations, including the title screen and game over screen. The game does not generate AI content during gameplay.
- Character photos and video clips shown in the in-game Stories feed were generated using AI tools (image and video generation), then reviewed, edited, and composited by the developer to fit the game's art direction. - AI-assisted tools were used in parts of the development process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Loop of Agony In-game content audioart | Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI. | Kaos Games | - | Jul 17, 2026 | |
Odyssée Stellaire In-game content art | The story and game design are an original creation of the developer.
AI was used as a tool to produce certain fixed visuals (store page, logo, illustrations),
in order to faithfully represent the game's artistic vision.
No content is AI-generated during gameplay. | Exe.ye Loading | - | Jul 17, 2026 | |
My Zombie Apocalypse In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jul 17, 2026 | |
Drone Orbit: An Incremental Space Mining Drift In-game content audio | We use generative AI tools to produce the music and sound effects in this game. All audio is reviewed and edited by our team before release. | MonoeyeGames | - | Jul 17, 2026 | |
Guardian Heart In-game content artcode | This game used AI-assisted tools in the following areas:
Achievement icons: AI-assisted generation
Some game code: AI-assisted writing
Game design, gameplay logic, balancing, core systems, and final testing were done entirely by humans. | Sequal | - | Jul 17, 2026 | |
Fire Bug In-game content codeaudiotext | Code: Generative AI tools were used to create foundational logic and structural boilerplate, which was then heavily edited and modified manually.
Audio: Generative AI was used to draft the baseline tracks for the main menu and gameplay music, which were subsequently edited by hand.
Marketing Text: AI tools were used to outline the initial structure of the store page descriptions before being manually rewritten. | Jesse Dale | - | Jul 17, 2026 | |
WARARA! In-game content audioart | During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets. | Last Round Games | - | Jul 17, 2026 | |
KEEP GAMING In-game content art | Some of this game's mechanics and visuals were created with the help of AI. | E-Serenity | - | Jul 17, 2026 | |
Six Girls: Choose or Die Store/marketing art | All game videos in this content are AI-generated. | 洄游光影 | - | Jul 17, 2026 | |
Room 0 In-game content text | AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team. | Room 0 Team | - | Jul 17, 2026 | |
乾坤搜神记 In-game content artaudio | AI tools were utilized for revisions across CG art, music, character assets and environmental scenes. | LI BIN | - | Jul 17, 2026 | |
Run it Back: 90 Days to Race In-game content art | Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay. | EmptyFolder Studio | - | Jul 17, 2026 | |
Scrap Snap Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Jul 17, 2026 | |
8BIT HUNTER art | This game uses AI-generated content for marketing and
promotional materials, including the game trailer, teaser,
Steam capsule images, title images, and other marketing assets.
Most of the AI-generated images were additionally edited and
refined by our team using artistic and creative techniques
to better fit the game's visual style.
The AI-generated content is limited to external marketing
materials only. All actual gameplay, game mechanics, and
in-game content were created by the development team. | John Mountain Studio | - | Jul 17, 2026 | |
Mana & Merlin: A Wanderful Adventure In-game content text | AI was used for translation. | ATouchOfMagic | - | Jul 17, 2026 | |
Station 42 In-game content artaudio | This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite").
All artwork, ui, and sounds effects do NOT use AI whatsoever. | Adadgio Interactive | - | Jul 17, 2026 | |
Cooking Cave In-game content text | AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand.
We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work. | RawDex | - | Jul 16, 2026 | |
六世余烈 In-game content codetextart | AI for Partial code generation,Language translation and promotional images | 疯狗工作室 | - | Jul 16, 2026 | |
Back 2 Basic In-game content audio | Game files contain AI generated voice lines. | Tyler Strickland | - | Jul 16, 2026 | |
Digital Survivor In-game content artcode | AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff. | Henrik 'WackyJacky101' Kjærulff | - | Jul 15, 2026 | |
Emperor Hotline art | AI generated cutscene artworks will be replaced with paid artists work | Onipunks | - | Jul 15, 2026 | |
App Developer Tycoon In-game content arttextcode | AI was used in some of the code generation, image generation, and text. All content has been thoroughly vetted without AI. | Pixelquiz | - | Jul 15, 2026 | |
malang girl In-game content text | AI was used to translate the in-game language. | malangsoft | - | Jul 15, 2026 | |
CrossSpell In-game content textcode | Generative AI was used to assist with coding/scripting and for the localization of in-game text. | Inc-Cross | - | Jul 15, 2026 | |
Necromancer Idle: The Endless Drain In-game content text | AI tools were used during development.
The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime. | JBlivion | 15 | Jul 15, 2026 | |
Guess In-game content arttext | The design of this game is mostly done by ai. Other aspects, including music, is not AI-Generated. | Orange Mango Games | - | Jul 15, 2026 | |
Incremental Garden Store/marketing art | AI used for Steam cover | Fredmont | - | Jul 15, 2026 | |
To Raise a King In-game content artaudiotextcode | To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion.
Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior.
Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer.
Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game.
Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer.
Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author.
The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced. | Stagnant Technologies LLC | - | Jul 15, 2026 | |
Kuma & Friends: Can You Save Everyone? In-game content audio | Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism. | Trashy Games | - | Jul 15, 2026 | |
Input gets a job! In-game content text | Used AI for translation. | madrugaSensei Developer | - | Jul 15, 2026 | |
Holy Mole In-game content audio | This game uses AI-generated voice audio for the narrative cassette recordings, and some AI-assisted sound effects. All content was reviewed and edited by the developer. | NoMiStudio | - | Jul 15, 2026 | |
Let Me Graduate In-game content audio | Generative AI tools were partially used during the development process to enhance development efficiency and assist with sound asset creation. | RiMimic | - | Jul 15, 2026 | |
Puzzlogue In-game content arttext | Generative AI was used during development to assist in creating some pre-generated visual assets for the game and its promotional materials, as well as parts of the English localization. All AI-assisted content was reviewed by the developer and edited where necessary. No content is generated by AI while the game is running. | ohshi studio | - | Jul 15, 2026 | |
Slime Jump In-game content art | Generative AI was used to assist in creating certain promotional art assets, including the Steam achievement icons and Steam store thumbnails. All gameplay, code, and core game content were created by the developer. | Ghosty | - | Jul 15, 2026 | |
THE UNREMEMBERED In-game content art | Some illustrations and background art were pre-generated using AI image tools, then manually curated, edited, and tone-matched by the developer. All game text, game design, and code are human-authored. The game does not generate any content with AI at runtime. | cksxoo | - | Jul 15, 2026 | |
GrindFall In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jul 15, 2026 | |
LYNK: The Algorithm of Intimacy In-game content art | Some 2D character illustrations, backgrounds, and UI elements in this game were created with the help of generative AI tools during development, and then manually edited, refined, and reviewed by the developer. | VEILWORKS | - | Jul 15, 2026 | |
Goodnight Sun In-game content artaudio | Some models and sounds were prototyped using AI tools and then finished, edited and polished by hand | Foxsprout Games | - | Jul 15, 2026 | |
密林 In-game content art | Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited. | 水族馆馆长 | - | Jul 15, 2026 | |
Unsent In-game content audioart | This game utilizes generative AI technologies during development. Specifically, AI tools (such as ElevenLabs) were used to create some character voiceovers and radio dialogues. AI assistance was also employed in generating certain game assets and conceptual sketches. All AI-generated content has been manually post-processed and optimized to maintain the game's psychological horror atmosphere. | SilverMouzStudio | - | Jul 15, 2026 | |
Lexip In-game content artaudiotextcode | Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay. | Craffel | - | Jul 15, 2026 | |
Reforge Eden: Overlord Unclear art | Some images are generated using AI | Scherzo Games | - | Jul 15, 2026 | |
Slot Grind Dev only code | No AI content is generated during gameplay. AI tools were used solely for code assistance during development, all code was reviewed and tested by the developer.
Every piece of art, music, sound, and text in the game was human-made. | OneMoreSystem | 117 | Jul 15, 2026 | |
Nyctophobia In-game content audio | Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay. | Matan.N | - | Jul 15, 2026 | |
DIG Raiders: Anomaly Extraction In-game content audio | AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons. | Soda Game Studio | - | Jul 14, 2026 | |
In & Out In-game content arttext | Generative AI tools were used during development and marketing to assist with ideation, drafting, rewriting, and visual exploration for IN & OUT.
All final content included in the game, store page, screenshots, capsules, trailers, and marketing materials is reviewed, selected, edited, and approved by the development team before publication.
The game does not use live-generated AI content at runtime. No player input is sent to an AI service, and no gameplay, puzzle, narrative, visual, audio, or localization content is generated dynamically by AI while the game is running. | KASTEN | - | Jul 14, 2026 | |
The Baggage Room In-game content art | The images of passengers are AI generated. | Terminal 3 Games | - | Jul 14, 2026 | |
Boungeon In-game content artaudiotext | Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer. | LAININ STUDIO | - | Jul 13, 2026 | |
Space Phantom In-game content art | We used generative AI to create some static illustrations, including the title screen and game over screen. The game does not generate AI content during gameplay. | Gのはこ | - | Jul 13, 2026 | |
Anomagram In-game content art | - Character photos and video clips shown in the in-game Stories feed were generated using AI tools (image and video generation), then reviewed, edited, and composited by the developer to fit the game's art direction.
- AI-assisted tools were used in parts of the development process. | Hot Tea Works | - | Jul 13, 2026 |