Helped with bug fixes and proofreading.
- Creator
- FatFox Games
- Reviews
- -
- Added
- Jul 25, 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.
Helped with bug fixes and proofreading.
3d Models for Space Ships created with Meshy. cooperation in Thinking, design and balance. C# coding. Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets.
Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance.
Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials.
For Localization Texts.
The images of the animals on the cards are created with the help of generative AI. The other art in the game is created by hand.
AI tools were used to assist development, including code, Chinese/Spanish localization text and store page copy. All AI-assisted content was reviewed and curated by the developer. The game does not generate any content with AI at runtime.
AI-assisted art tooling used for promotional graphics only.
Some visual and audio assets in this game were created with the assistance of generative AI tools, then selected, edited, and integrated by the developer.
AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime.
The game features hundreds of unique collectible cards. As a solo developer, creating every card from scratch would be extremely time-consuming, so the majority of the collectible card artwork was generated using AI. This allows more time to be spent improving the game’s core feel and other key systems. The cards will continue to be revised throughout development.
The game's graphics and software are powered by artificial intelligence.
Generative AI tools were used to assist with text translation and localization. All final materials undergo manual review and editing.
None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing. Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine.
Artificial intelligence was only used in the 2D store page capsule artwork. There is NO AI used in any other part of the game.
I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work.
The art, audio, and writing in Refund Speedrun are created by hand. Generative AI was used only for the voice-over narration in our promotional teaser trailer (ElevenLabs). The game does not generate any content using AI at runtime.
Only Steam store assets and logo are generated or modified by AI
Heartwood Incremental was made by a solo developer working alongside an AI assistant (Anthropic's Claude). The AI helped write the game's code, including the code that procedurally draws its pixel-art sprites, tree, and icons, and helped draft written content such as upgrade, achievement, and store text. Everything was directed, reviewed, and refined by the human developer, and hand-checked before release. No generative AI runs while you play: nothing is created on your device at runtime, and all art and text are fixed in the build.
Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play.
AI is used to translate/localize this game. AI is used to assist programming of this game.
Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services.
Generative AI was used for some images and localization.
Used AI to generate cover photo of the game.
Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Certain visual elements and marketing assets for the game were produced with support from generative AI tools. Every AI-assisted asset was carefully selected, edited, and adjusted by the developer to match the game’s intended art style and overall quality.
Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer.
Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running.
本作の開発では、生成AIを使用しています。
Part of the store page assets were enhanced with AI tools.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game.
Global Plates uses generative AI in limited, development-time ways only: • Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer. • Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools. All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play.
Some store and marketing artwork (capsule/header images) was created with AI image tools and then reviewed and edited by the developer. Some in-game commander avatars were also AI-assisted. The game does not generate any AI content live during play.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish.
Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release.
Some assets in the game were AI-assisted, responsible for cleanup, iterations, and polish.
The game's music soundtrack was created using generative AI tools. All other game content was created by the developer.
Our team uses generative AI tools to help develop some in game & marketing assets. We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work. Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds.
The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
AI tools are used to assist in development, including code, writing, art, and sound effects
AI was used for translation, testing, and art assistance.
Generative AI (Claude, Anthropic) was used to draft narrative text including level briefing descriptions, objective text, and in-game educational hints. All narrative content was written collaboratively with human review and editing before inclusion in the final game.
VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work. Generative artificial intelligence has been used by the developer to improve the performance of the developers code to achieve incredible in game performance with respect to voxel mesh rendering and voxel lighting calculations. Thanks to the contributions of gen ai Star Journey performs beautifully even on laptops that have no dedicated GPU.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pounds & Polaroids Dev only codetext | Helped with bug fixes and proofreading. | FatFox Games | - | Jul 25, 2026 | |
Black Stars - The M87 Conflict In-game content artcode | 3d Models for Space Ships created with Meshy.
cooperation in Thinking, design and balance.
C# coding.
Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets. | Robin Krause | - | Jul 25, 2026 | |
Core Logistics In-game content art | Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance. | Amber Anchor Studio | - | Jul 23, 2026 | |
Kiosk Hustle In-game content art | Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials. | Akadmy Development | - | Jul 23, 2026 | |
Autodelve In-game content text | For Localization Texts. | Greyhearth | 10 | Jul 23, 2026 | |
Wild Boar Digging In-game content art | The images of the animals on the cards are created with the help of generative AI. The other art in the game is created by hand. | indiejoh | - | Jul 23, 2026 | |
Pinebrook Ski Resort In-game content codetext | AI tools were used to assist development, including code, Chinese/Spanish localization text and store page copy. All AI-assisted content was reviewed and curated by the developer. The game does not generate any content with AI at runtime. | LB_Game | - | Jul 23, 2026 | |
Pappus Store/marketing art | AI-assisted art tooling used for promotional graphics only. | Choost Games | - | Jul 23, 2026 | |
Slotlocked In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, then selected, edited, and integrated by the developer. | Prussian_lemon | - | Jul 23, 2026 | |
Goldhaven Store/marketing codetextart | AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime. | Emre | - | Jul 23, 2026 | |
Retro Pack Club In-game content art | The game features hundreds of unique collectible cards. As a solo developer, creating every card from scratch would be extremely time-consuming, so the majority of the collectible card artwork was generated using AI. This allows more time to be spent improving the game’s core feel and other key systems. The cards will continue to be revised throughout development. | Bozz | - | Jul 23, 2026 | |
Alamet: Interstellar Wars Unclear | The game's graphics and software are powered by artificial intelligence. | ACA Games | - | Jul 23, 2026 | |
1000km In-game content text | Generative AI tools were used to assist with text translation and localization.
All final materials undergo manual review and editing. | Artem Breineng | - | Jul 23, 2026 | |
The Mandate Live AI textcode | None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing.
Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine. | SyntiaGames | - | Jul 23, 2026 | |
Tattoo Shop Simulator : Prologue Store/marketing art | Artificial intelligence was only used in the 2D store page capsule artwork. There is NO AI used in any other part of the game. | Old Stuff Studio | - | Jul 23, 2026 | |
Orbisphere In-game content audioart | I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work. | Potoo Studio | - | Jul 22, 2026 | |
Refund Speedrun In-game content audio | The art, audio, and writing in Refund Speedrun are created by hand. Generative AI was used only for the voice-over narration in our promotional teaser trailer (ElevenLabs). The game does not generate any content using AI at runtime. | Tigran | - | Jul 22, 2026 | |
Fruit Store Simulator Store/marketing art | Only Steam store assets and logo are generated or modified by AI | MetaMata | - | Jul 22, 2026 | |
Heartwood Incremental In-game content arttextcode | Heartwood Incremental was made by a solo developer working alongside an AI assistant (Anthropic's Claude). The AI helped write the game's code, including the code that procedurally draws its pixel-art sprites, tree, and icons, and helped draft written content such as upgrade, achievement, and store text. Everything was directed, reviewed, and refined by the human developer, and hand-checked before release. No generative AI runs while you play: nothing is created on your device at runtime, and all art and text are fixed in the build. | Noah Cook | - | Jul 22, 2026 | |
Pull the Lever In-game content artaudio | Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play. | Finback Games | - | Jul 22, 2026 | |
Break the Bank In-game content textcode | AI is used to translate/localize this game.
AI is used to assist programming of this game. | Fen Fen | - | Jul 22, 2026 | |
Orcs Again In-game content art | Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services. | Hispagames Estudios | - | Jul 22, 2026 | |
Crown Marshal In-game content arttext | Generative AI was used for some images and localization. | FOGMOE | - | Jul 22, 2026 | |
Apocalypse Train Store/marketing art | Used AI to generate cover photo of the game. | volaryus | - | Jul 22, 2026 | |
Corelink Protocol In-game content artaudio | Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience. | Corelink Studio | - | Jul 22, 2026 | |
Boiler & Blood In-game content audio | AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world. | Critics Arcade | - | Jul 22, 2026 | |
Keep On Punching Store/marketing art | Certain visual elements and marketing assets for the game were produced with support from generative AI tools. Every AI-assisted asset was carefully selected, edited, and adjusted by the developer to match the game’s intended art style and overall quality. | Alfish Games | - | Jul 22, 2026 | |
Maze Mischief art | Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer. | Gleison Souza | - | Jul 22, 2026 | |
ASTERSTEAD In-game content arttextcode | Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running. | LUMICROFT | - | Jul 22, 2026 | |
Sea of Electronica Unclear | 本作の開発では、生成AIを使用しています。 | Playbooster | 22 | Jul 22, 2026 | |
夯犇绿色传奇 Store/marketing art | Part of the store page assets were enhanced with AI tools. | 夯犇绿色传奇 | 28 | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Fast Charging Tycoon Dev only code | AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game. | Charged Future | - | Jul 22, 2026 | |
Global Plates In-game content audioart | Global Plates uses generative AI in limited, development-time ways only:
• Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer.
• Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools.
All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play. | FBS Games | - | Jul 22, 2026 | |
RTS Outpost In-game content art | Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play. | Murat Yucel | - | Jul 22, 2026 | |
Eternal Embrace: Lumina's Sunshine In-game content artaudio | AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed. | Lumina Games Studio | - | Jul 22, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 | |
Miranza Futebol Clube In-game content art | This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish. | Porto Inc. | - | Jul 22, 2026 | |
Cauldron Cartel In-game content art | Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release. | SHG | - | Jul 22, 2026 | |
Agawan Base: Secret Technique In-game content art | Some assets in the game were AI-assisted, responsible for cleanup, iterations, and polish. | Quillpaca Journey | - | Jul 22, 2026 | |
Heliodawn In-game content audio | The game's music soundtrack was created using generative AI tools. All other game content was created by the developer. | Civiem LLC | - | Jul 22, 2026 | |
Jewelry Simulator : Mine, Transform & Sell In-game content art | Our team uses generative AI tools to help develop some in game & marketing assets.
We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price. | Meerkatt Studio | - | Jul 22, 2026 | |
Choo Choo Survivor 2 Store/marketing code | Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds. | GTGD | 40 | Jul 21, 2026 | |
Couch PVP Dev only audio | The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI. | Homelaser | - | Jul 20, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
Idle Fleet In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Jul 20, 2026 | |
阿可与小白:大战污染兽 In-game content arttext | AI was used for translation, testing, and art assistance. | 狐狸博士 Dr.Fox | - | Jul 20, 2026 | |
Cloud Arch Simulator In-game content text | Generative AI (Claude, Anthropic) was used to draft narrative text including level briefing descriptions, objective text, and in-game educational hints. All narrative content was written collaboratively with human review and editing before inclusion in the final game. | Jose Morales | - | Jul 20, 2026 | |
VOIDWAVE In-game content artaudio | VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play. | DEV505 | - | Jul 20, 2026 | |
Star Journey Store/marketing codeart | Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to improve the performance of the developers code to achieve incredible in game performance with respect to voxel mesh rendering and voxel lighting calculations. Thanks to the contributions of gen ai Star Journey performs beautifully even on laptops that have no dedicated GPU. | GTGD | - | Jul 20, 2026 |