Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI.
- Creator
- Koding Nights
- Reviews
- -
- Added
- Sep 12, 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.
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.
Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI.
Does it matter? No, the game is still fun.
Images, and some sounds are generated via ai.
The game and assets were created with the assistance of generative AI tools
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
This game uses AI-assisted tools during development to create and refine some of its visual and audio assets. AI is not used to generate content while the game is running. All assets are reviewed and polished by our team before they appear in the game, ensuring a consistent and family-friendly experience.
Used for Textures.
it has ai objects
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
Game logo is designed by ai.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices. If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some assets in Keepwatch were created with the assistance of generative AI tools. This includes portions of the icon set, UI elements, a number of sound effects, and some character animations. All AI-assisted output is reviewed, edited and integrated by hand to match the game's hand-painted art direction, and none of it ships in the state it was generated in. Game code, systems design, economy balance and all written content are authored entirely by hand. Keepwatch does not use any AI systems at runtime. Nothing is generated on the player's machine while the game is running.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay.
本作では、以下の3箇所に生成AIを使用しています。 【BGM】ゲーム内利用楽曲は、生成AI(Suno)で作成したものを、開発者が選定・編集のうえ収録しています。 【レース実況の音声】音声合成エンジン「VOICEVOX」を使用し、ゲームの実行中に実況の音声を生成しています。読み上げる文章はすべて開発者が書いた定型文で、AIが文章そのものを作ることはありません。可変部分はプレイヤーが入力した馬名だけです。 【ゲームアイコン】ゲームアイコンの画像は、生成AI(Claude Code)で作成したものを開発者が調整のうえ使用しています。 上記以外のグラフィック・3Dモデル・効果音・フォントには、生成AIを使用していません。
AI was used to help with logos and game development.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Some art of the game have used tools or applications that uses Generative AI
This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy.
All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Generative AI was used for the localization and translation of some languages in this game.
We use it to enhance our code base, design philosophy, and improve our store listing descriptions.
Some objects include generated images such as an X-ray that were added by the objects' creators.
Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release. AI tools were also used to assist with localizing the game and store page. All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.)
We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game. For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability.
Some of the image assets were generated using AI.
AI was used to develop this game.
A large language model was used to translate the product page.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released. No AI-generated assets are used in the game itself.
The game cover was made using ii. The pictures in the game were drawn by a person.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible. The voice in the game is text-to-speech, not AI.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
Some code is aided by claude code
Generative AI has been used to assist with game coding during development and as visual reference material.
Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
AI generation including Codes, models, sfx, bgm.
Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI.
AI was used to create promotional materials for the game's Steam page.
AI has been used to help develop the game's cover art.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files. AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Assets are created using AI
Some 3D models and all card artwork in this game were created with the assistance of generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ridiculous Racing: Retro Arcade Racer In-game content art | Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI. | Koding Nights | - | Sep 12, 2026 | |
A Journey Rediscovered - Intro Version general | Does it matter? No, the game is still fun. | NotARealGameDev | - | Sep 12, 2026 | |
UFO Survival In-game content artaudio | Images, and some sounds are generated via ai. | Coppolo Studios | - | Sep 12, 2026 | |
Daisy's Dead Unclear | The game and assets were created with the assistance of generative AI tools | SIIMBL | - | Sep 12, 2026 | |
SweatyPanzer In-game content artaudiotext | Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play. | SweatyGames | - | Sep 12, 2026 | |
Build My World In-game content artaudio | This game uses AI-assisted tools during development to create and refine some of its visual and audio assets. AI is not used to generate content while the game is running. All assets are reviewed and polished by our team before they appear in the game, ensuring a consistent and family-friendly experience. | Paul Yeung | - | Sep 12, 2026 | |
Metroplex In-game content art | Used for Textures. | Infinite Error Industries | - | Sep 12, 2026 | |
Parallax Kaal In-game content | it has ai objects | Cosmic Snow | - | Sep 12, 2026 | |
DreamAgain Adventures Emperor Sin & King Pop Strike Force In-game content audiotext | AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material | DreamAgain Studios | - | Sep 12, 2026 | |
Puzzles Are Better Together In-game content artaudio | Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing. | Emir Suleiman | - | Sep 12, 2026 | |
Queens Store/marketing art | Game logo is designed by ai. | AKAA Studios | - | Sep 12, 2026 | |
Rifted Earth In-game content art | Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators. | Rollmint Studio | - | Sep 12, 2026 | |
pennants of glory: condottiere In-game content audio | Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices.
If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people. | Confus Games | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Keepwatch: Idle Kingdom RPG In-game content artaudiotext | Some assets in Keepwatch were created with the assistance of generative AI
tools. This includes portions of the icon set, UI elements, a number of sound
effects, and some character animations.
All AI-assisted output is reviewed, edited and integrated by hand to match the
game's hand-painted art direction, and none of it ships in the state it was
generated in.
Game code, systems design, economy balance and all written content are
authored entirely by hand.
Keepwatch does not use any AI systems at runtime. Nothing is generated on the
player's machine while the game is running. | Barsplay | - | Sep 12, 2026 | |
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
The Last Shrinekeeper In-game content artaudio | AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay. | Crescent Twilight Software | - | Sep 12, 2026 | |
古今東西ダービー In-game content audioart | 本作では、以下の3箇所に生成AIを使用しています。
【BGM】ゲーム内利用楽曲は、生成AI(Suno)で作成したものを、開発者が選定・編集のうえ収録しています。
【レース実況の音声】音声合成エンジン「VOICEVOX」を使用し、ゲームの実行中に実況の音声を生成しています。読み上げる文章はすべて開発者が書いた定型文で、AIが文章そのものを作ることはありません。可変部分はプレイヤーが入力した馬名だけです。
【ゲームアイコン】ゲームアイコンの画像は、生成AI(Claude Code)で作成したものを開発者が調整のうえ使用しています。
上記以外のグラフィック・3Dモデル・効果音・フォントには、生成AIを使用していません。 | Neo Enigmaniax | - | Sep 12, 2026 | |
Cardboard Leagues Unclear art | AI was used to help with logos and game development. | Scriblr LLC | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
Society Chess 3D In-game content art | Some art of the game have used tools or applications that uses Generative AI | Javi9826 | - | Sep 12, 2026 | |
Verdreamia Unclear artaudiotextcode | This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy. | AtomicBorg Inc. | - | Sep 12, 2026 | |
The Hanging Game In-game content audio | All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping. | JohnBug2536 | - | Sep 12, 2026 | |
Tug-O-War Wrestling Live AI | Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created. | Immersive Softworks | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
SUPER GAHAKU In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Sep 12, 2026 | |
Echoes of the Ninth Store/marketing codetext | We use it to enhance our code base, design philosophy, and improve our store listing descriptions. | Quality Level Entertainment | - | Sep 12, 2026 | |
IMITATORS In-game content art | Some objects include generated images such as an X-ray that were added by the objects' creators. | ryazvp | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Tidy Up History In-game content arttext | We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release.
AI tools were also used to assist with localizing the game and store page.
All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.) | Alienline Softworks | - | Sep 12, 2026 | |
Runigrim In-game content artcode | We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game.
For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability. | Labrintine | - | Sep 12, 2026 | |
BBQ Rush In-game content art | Some of the image assets were generated using AI. | Beijing Yanbei Mingchuan Technology Center | - | Sep 12, 2026 | |
MaMills Unclear | AI was used to develop this game. | Department of Ducks | - | Sep 12, 2026 | |
Fallgrade In-game content text | A large language model was used to translate the product page. | vladkudas | - | Sep 11, 2026 | |
Below the Crust Store/marketing art | The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself. | Be Water | - | Sep 11, 2026 | |
ADutopia Store/marketing art | The game cover was made using ii. The pictures in the game were drawn by a person. | NALSUR | - | Sep 11, 2026 | |
Professional Ship Simulator In-game content arttext | Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI. | SWE Systems | - | Sep 11, 2026 | |
Arcane Legion In-game content arttext | Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering. | MrLiuYX | - | Sep 11, 2026 | |
Loot & Bolt In-game content art | Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI. | Rush Bunnies Games | - | Sep 11, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Airline Magnate Dev only artcode | Generative AI has been used to assist with game coding during development and as visual reference material. | Parker Snow | - | Sep 10, 2026 | |
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
Spirit of the Birch In-game content art | In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game. | Primych | - | Sep 10, 2026 | |
Downhill Drift In-game content codeartaudio | AI generation including Codes, models, sfx, bgm. | Rainy Walker | - | Sep 10, 2026 | |
Haze There In-game content arttext | Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI. | Clayton Games | - | Sep 10, 2026 | |
Bunker Tidy Up Store/marketing art | AI was used to create promotional materials for the game's Steam page. | Tovarishch Games | - | Sep 10, 2026 | |
Gold Digging Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Slime on Top Live AI artaudiotextcode | All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists. | oko | - | Sep 10, 2026 | |
Cowboys vs Orcs Unclear | Assets are created using AI | No Cap | - | Sep 10, 2026 | |
Are You an Honest Merchant? In-game content art | Some 3D models and all card artwork in this game were created with the assistance of generative AI. | jepmem | - | Sep 10, 2026 |