This game uses artificial intelligence for voice acting only.
- Creator
- Iron Forge Games
- Reviews
- 13
- 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.
This game uses artificial intelligence for voice acting only.
The code, mechanics, and gameplay of 'Sabor de España' do not use generative Artificial Intelligence. However, some promotional graphic elements displayed exclusively on the Steam store page (such as store headers, promotional banners, and base logo designs) have been created or refined with the assistance of AI image generation tools.
The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer.
Some of the 2D artwork in Chaebol Chaos — including character portraits and certain environment illustrations — was created with the assistance of generative AI image tools during development. Every AI-generated asset was reviewed, edited, and approved by our team before being included in the game. No generative AI is used at runtime; the game ships as a static offline experience with no network-dependent content generation.
Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers. The user interface was created using non-AI assets and implemented by the development team.
Some additional support in development, there is no dynamic generated code
Our team uses generative AI tools to assist in the development of certain game assets.
※テーマソング、背景画像にAIを使用しています。
Artificial intelligence was used in the production of the game to modulate voices and generate songs.
The game's soundtrack was composed with the assistance of AI tools.
Generative AI was used to assist in the development and optimization of the game's source code.
AI is used for some of the experiences art, voices, and textures.
3D Models: Generative artificial intelligence is used to restore and recreate interior objects of the real building that were lost in the fire. Images: The paintings inside the manor are real photographs of artworks that once hung inside, but they have been enhanced and restored. Music & Sounds: Specially created to build a unique and immersive atmosphere.
The pic and music is generated by ai
Some visual assets were created with the assistance of generative AI and later refined by the developer. All content has been reviewed for originality. No generative AI is used during gameplay.
Generative AI has been used for proofreading in-game and store texts. It has also been used to localize the game and as a voice-over in the cinematic trailer.
For use in artwork, localization, game content, etc.
The game does not generate AI-created content dynamically during gameplay. Generative AI tools were used to assist with development. All final content was reviewed, edited, and approved by the developers.
At this time, Rutted uses Generative AI for certain assets, specifically its music and level preview images.
wall textures
Exhibit descriptions on the aquarium walls
Some placeholder art, music and sound effects were AI generated
Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music. Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration. Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us.
Salvo uses generative AI in a limited, pre-rendered capacity: • Voice Acting: NPC dialogue throughout the campaign is voiced using ElevenLabs text-to-speech technology. All voice lines are generated, reviewed, and bundled with the game during development. No voice synthesis occurs at runtime. • Visual Assets: Select concept art, promotional materials, and supplementary illustrations (such as wiki imagery) were created with assistance from AI image generation tools and reviewed by the development team before inclusion. • Marketing Materials: The game's trailer voiceover and certain store page assets were produced with AI assistance. All AI-assisted content has been reviewed by the developer prior to release. The game does not generate, transmit, or produce any AI content during gameplay — all in-game audio, visuals, and text are pre-rendered and ship with the game.
This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding. Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations.
Some item icons, visual assets, and music in this game were created with the assistance of generative AI. In-game text was translated to multiple languages using AI. All AI-generated content was reviewed, edited, and curated by the developer.
AI was only used to generate game code and shader code. Everything else was made by people.
We are using generative AI for first-wave localization and some software implementation (Claude code). We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets.
AI-generated art object
The Icon for this game was created by AI and modified by humans after creation
Graphics and sound-related resources
AI is used to generate localizations, some textures and sounds.
- Placeholders - Icons
The game uses some AI images for placeholder purposes.
Some in-game assets were created using AI-assisted tools during development. All assets have been reviewed, refined, and integrated by the developer to ensure consistency with the game’s visual style and quality standards. No AI-generated content is created or used during gameplay.
Generative AI is used in the creation of some in-game assets such as textures.
Sound, Localization
We have used generative AI tools to assist in the creation of several game assets, including background music (BGM), environment background images, and various UI elements such as icons and store banners. All AI-generated content has been thoroughly reviewed and refined by our development team to ensure high quality and to confirm that it does not contain any illegal or infringing material. The final assets are integrated into the game as static files and are not generated in real-time during gameplay.
During the development process, our team may utilize procedural and AI-based tools to support content creation. In all such cases, the final result is a reflection of our own development team's creativity and artistic expression.
Some parts of this game were created with the assistance of generative AI tools, including certain visual assets, sounds, and code. All AI-generated content has been reviewed and modified by the developer to ensure quality and consistency.
Some static 2D graphics for the user interface and menu icons were created using AI image generators.
The visual key art for this game was generated with the use of AI.
Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content.
Generative AI was used to create the game's cover art.
AI-generated art objects
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
AI was used to development and map creation for faster development speed.
Game development was accelerated through use of AI code assistants to help create and test the software code. Language translations were provided by AI.
In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality.
COVER TEXT TRANSLATE TEXT SOME AUDIO FILES
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Grind Up In-game content audio | This game uses artificial intelligence for voice acting only. | Iron Forge Games | 13 | May 23, 2026 | |
Flavors of Spain Store/marketing art | The code, mechanics, and gameplay of 'Sabor de España' do not use generative Artificial Intelligence. However, some promotional graphic elements displayed exclusively on the Steam store page (such as store headers, promotional banners, and base logo designs) have been created or refined with the assistance of AI image generation tools. | Manuel Bago Cobo | - | May 23, 2026 | |
Rope Up! In-game content text | The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer. | Elpoco | - | May 23, 2026 | |
Chaebol Chaos In-game content art | Some of the 2D artwork in Chaebol Chaos — including character portraits and certain environment illustrations — was created with the assistance of generative AI image tools during development. Every AI-generated asset was reviewed, edited, and approved by our team before being included in the game. No generative AI is used at runtime; the game ships as a static offline experience with no network-dependent content generation. | Maksim Nosov | - | May 23, 2026 | |
PROJECT: OJISAN In-game content art | Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers.
The user interface was created using non-AI assets and implemented by the development team. | MUC GAMES | - | May 23, 2026 | |
Rally TS Dev only code | Some additional support in development, there is no dynamic generated code | 1337Interactive | - | May 23, 2026 | |
Barbecue Unclear artaudiotext | Our team uses generative AI tools to assist in the development of certain game assets. | WMB | 28 | May 23, 2026 | |
もじみち Store/marketing audioart | ※テーマソング、背景画像にAIを使用しています。 | namimon | - | May 23, 2026 | |
Cheap Car Repair: Welcome to Nowhere In-game content audio | Artificial intelligence was used in the production of the game to modulate voices and generate songs. | Little Dog Games | 522 | May 23, 2026 | |
On The Ramp In-game content audio | The game's soundtrack was composed with the assistance of AI tools. | FromGamers4Gamers | - | May 23, 2026 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
REK In-game content artaudio | AI is used for some of the experiences art, voices, and textures. | REK | - | May 23, 2026 | |
Kolchanovo: The Manor In-game content artaudio | 3D Models: Generative artificial intelligence is used to restore and recreate interior objects of the real building that were lost in the fire.
Images: The paintings inside the manor are real photographs of artworks that once hung inside, but they have been enhanced and restored.
Music & Sounds: Specially created to build a unique and immersive atmosphere. | Mistborn Games | - | May 23, 2026 | |
Bounce Rush 跟你爆了 In-game content artaudio | The pic and music is generated by ai | zeros | - | May 23, 2026 | |
NitroRun: Off-Road Rush In-game content art | Some visual assets were created with the assistance of generative AI and later refined by the developer. All content has been reviewed for originality. No generative AI is used during gameplay. | Iron Grid Studios | - | May 23, 2026 | |
Getting Home In-game content text | Generative AI has been used for proofreading in-game and store texts. It has also been used to localize the game and as a voice-over in the cinematic trailer. | Arctic Meadow | - | May 23, 2026 | |
Sky Abyss Unclear arttext | For use in artwork, localization, game content, etc. | Yuiami Games | - | May 23, 2026 | |
Epic Balls Smashing Dev only | The game does not generate AI-created content dynamically during gameplay. Generative AI tools were used to assist with development. All final content was reviewed, edited, and approved by the developers. | Night Steed Games | - | May 23, 2026 | |
Rutted In-game content audioart | At this time, Rutted uses Generative AI for certain assets, specifically its music and level preview images. | ApeXPloit Studios | - | May 23, 2026 | |
LowPolygonTeam Unclear | wall textures | Gorson Pitrón | - | May 23, 2026 | |
TurtleSkate text | Exhibit descriptions on the aquarium walls | cream | - | May 23, 2026 | |
POUND SAND In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | May 23, 2026 | |
Catapulteers In-game content artaudio | Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music.
Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration.
Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us. | BIG | - | May 23, 2026 | |
SALVO In-game content audioart | Salvo uses generative AI in a limited, pre-rendered capacity:
• Voice Acting: NPC dialogue throughout the campaign is voiced using ElevenLabs text-to-speech technology. All voice lines are generated, reviewed, and bundled with the game during development. No voice synthesis occurs at runtime.
• Visual Assets: Select concept art, promotional materials, and supplementary illustrations (such as wiki imagery) were created with assistance from AI image generation tools and reviewed by the development team before inclusion.
• Marketing Materials: The game's trailer voiceover and certain store page assets were produced with AI assistance.
All AI-assisted content has been reviewed by the developer prior to release. The game does not generate, transmit, or produce any AI content during gameplay — all in-game audio, visuals, and text are pre-rendered and ship with the game. | Erdem Şahin | 54 | May 23, 2026 | |
粒子战争 Particle Wars Dev only code | This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding.
Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations. | jizai | - | May 23, 2026 | |
WolfProof In-game content artaudiotext | Some item icons, visual assets, and music in this game were created with the assistance of generative AI. In-game text was translated to multiple languages using AI. All AI-generated content was reviewed, edited, and curated by the developer. | Mochi-Pen Industry | - | May 23, 2026 | |
Oar We There Yet? Dev only code | AI was only used to generate game code and shader code. Everything else was made by people. | V2 Games | - | May 23, 2026 | |
Open Sourcerer In-game content textcode | We are using generative AI for first-wave localization and some software implementation (Claude code).
We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets. | Gnarled Helix LLC | - | May 23, 2026 | |
Budget Renovation Simulator In-game content art | AI-generated art object | Paradigm Lust | - | May 23, 2026 | |
Bounce on it! In-game content art | The Icon for this game was created by AI and modified by humans after creation | Raccola | - | May 23, 2026 | |
ACT LIKE TOYS! (A.L.T.) Unclear artaudio | Graphics and sound-related resources | Tugboat Studio | - | May 23, 2026 | |
Zoo Party In-game content textartaudio | AI is used to generate localizations, some textures and sounds. | Markigames | - | May 23, 2026 | |
Space Stone Smashing Simulator Unclear art | - Placeholders
- Icons | Kokrok Production | - | May 23, 2026 | |
Driftkill: Repurpose Protocol In-game content art | The game uses some AI images for placeholder purposes. | Azluun | - | May 23, 2026 | |
Tiltyard In-game content art | Some in-game assets were created using AI-assisted tools during development. All assets have been reviewed, refined, and integrated by the developer to ensure consistency with the game’s visual style and quality standards. No AI-generated content is created or used during gameplay. | Moonpetal Studio | - | May 23, 2026 | |
Animal Company In-game content art | Generative AI is used in the creation of some in-game assets such as textures. | Wooster Games | 691 | May 23, 2026 | |
JUNK CONNECT In-game content audiotext | Sound, Localization | MoreNewttoStudio | - | May 23, 2026 | |
Super Bumpers In-game content audioart | We have used generative AI tools to assist in the creation of several game assets, including background music (BGM), environment background images, and various UI elements such as icons and store banners. All AI-generated content has been thoroughly reviewed and refined by our development team to ensure high quality and to confirm that it does not contain any illegal or infringing material. The final assets are integrated into the game as static files and are not generated in real-time during gameplay. | 77GAME STUDIOS | - | May 23, 2026 | |
Tiger Game Unclear | During the development process, our team may utilize procedural and AI-based tools to support content creation.
In all such cases, the final result is a reflection of our own development team's creativity and artistic expression. | BurningHead | - | May 23, 2026 | |
MarbleFlow In-game content artaudiocode | Some parts of this game were created with the assistance of generative AI tools, including certain visual assets, sounds, and code.
All AI-generated content has been reviewed and modified by the developer to ensure quality and consistency. | WayCrest | - | May 23, 2026 | |
TwoJump In-game content art | Some static 2D graphics for the user interface and menu icons were created using AI image generators. | ADEX_VISION | - | May 23, 2026 | |
SupercarKickers Store/marketing art | The visual key art for this game was generated with the use of AI. | Adabana Game Studio | - | May 23, 2026 | |
Pick Them Up! Store/marketing art | Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content. | JWG | - | May 23, 2026 | |
Unclaimed: Loot or Junk Store/marketing art | Generative AI was used to create the game's cover art. | NipoBox | - | May 23, 2026 | |
TIRE LAUNCHER TOGETHER In-game content art | AI-generated art objects | VRCFORGE STUDIOS | - | May 23, 2026 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
Full Stacked Unclear | AI was used to development and map creation for faster development speed. | Emarik | - | May 23, 2026 | |
PhotoBricks In-game content codetext | Game development was accelerated through use of AI code assistants to help create and test the software code.
Language translations were provided by AI. | Berenott Digital | - | May 23, 2026 | |
Cubie In-game content arttext | In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality. | Radvi Games | - | May 23, 2026 | |
COZY MOVING DAY Unclear textaudio | COVER
TEXT
TRANSLATE TEXT
SOME AUDIO FILES | SIENTURE | - | May 23, 2026 |