While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
- Creator
- 女神养成工作室
- Reviews
- -
- Added
- Sep 18, 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.
While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
AI was used mainly for localization and for drafting written content, which the developer reviewed and edited. No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas. There is no run-time AI in the shipped product - nothing is generated on the player's machine.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Store Logos and in Game sound assets AI generated.
Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime.
本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
This game uses some generative artificial intelligence images
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Covers and in game movie posters are made with AI.
The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards. Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person. Nothing is generated while you play. All of it ships with the game, finished and fixed.
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play. Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file. Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer. Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay.
The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game.
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Open AI Codex was used to generate the images, code and much of the text of the game.
Game covers are made with AI
Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music.
This game makes use of generative AI as part of its creation process of art and localization.
SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release.
Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights.
Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer.
The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
only for marketing images, the assets are from real artist 2d animations, updated with coloring to have variation.
The music was written with generative AI.
For game banners, we collect elements from game art and then use AI to turn them into a single composition.
Pre-generated images and music
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted.
AI was used for some localizations.
Some localization, marketing material and some art are drafted with AI first then brought to its final version.
Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows.
Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials.
Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Ai were used to assist with translating text into multiple language
Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development. All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
Some pixel art, sound effects and music are AI-generated.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
Some prototype artwork, including enemy and environment assets, was generated with AI tools and subsequently refined by the developer.
We only use AI to create capsules and artworks. All gameplay elements and mechanics are entirely handcrafted.
Some graphical assets of the game like cat characters are made using generative artificial intelligence.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
女神养成:放置型 / Goddess Cultivation: Idle RPG Store/marketing art | While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team. | 女神养成工作室 | - | Sep 18, 2026 | |
Code Grid In-game content artaudiotext | Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted. | NanQi | - | Sep 18, 2026 | |
Glintwave In-game content arttext | Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review. | Karmikal Apps | - | Sep 18, 2026 | |
Overdepth In-game content textartaudio | AI was used mainly for localization and for drafting written content, which the developer reviewed and edited.
No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas.
There is no run-time AI in the shipped product - nothing is generated on the player's machine. | Artur Matsuk | - | Sep 18, 2026 | |
Arcane Eclipse: Survivors Store/marketing art | We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay. | Levivi | - | Sep 18, 2026 | |
Scrapyard Survivors In-game content artaudio | Store Logos and in Game sound assets AI generated. | Panimu | - | Sep 18, 2026 | |
电子绿植 In-game content art | Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime. | Jump into the waterfall | - | Sep 18, 2026 | |
Boundary Cage In-game content art | 本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。 | 夜栖鹤 | - | Sep 18, 2026 | |
Lost Gaijin Live AI artaudiotext | Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs. | Ten Turtle Games | - | Sep 18, 2026 | |
Chicken Siege Unclear art | This game uses some generative artificial intelligence images | IDB Productions | - | Sep 18, 2026 | |
Fieldmade Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Andrew Brown | - | Sep 18, 2026 | |
TV Station Tycoon In-game content art | Covers and in game movie posters are made with AI. | Tycoon Managers | - | Sep 18, 2026 | |
Miners Cat Revolution In-game content arttext | The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards.
Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person.
Nothing is generated while you play. All of it ships with the game, finished and fixed. | Igris | - | Sep 18, 2026 | |
Tessera In-game content artaudio | Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Sep 18, 2026 | |
War of the Watchers In-game content audioart | War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay. | Crown & Cross Studios | - | Sep 18, 2026 | |
Card Harts Reborn In-game content artaudio | This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay. | William VanDyke | - | Sep 18, 2026 | |
Pixel Ping Pong In-game content arttext | The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game. | Butterstick Games | - | Sep 18, 2026 | |
Warlords of Archaios Online In-game content arttext | Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Dario Koen | - | Sep 18, 2026 | |
Soul In-game content arttextcode | Open AI Codex was used to generate the images, code and much of the text of the game. | Stavros Aeneas Kokkineas | - | Sep 18, 2026 | |
Goalcrest: Club Management Tycoon Store/marketing art | Game covers are made with AI | Tycoon Managers | - | Sep 18, 2026 | |
Greedings In-game content artaudio | Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music. | FatCatS | - | Sep 18, 2026 | |
One More Sin In-game content arttext | This game makes use of generative AI as part of its creation process of art and localization. | Robo Goat | - | Sep 18, 2026 | |
SignalLost Store/marketing art | SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release. | Dr. Wang | - | Sep 18, 2026 | |
Slimefall In-game content codeart | Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights. | Funny Turtle Games | - | Sep 18, 2026 | |
Intercept Line In-game content artaudio | Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer. | Kinato | - | Sep 18, 2026 | |
Forest Quest 88 In-game content text | The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline. | ShangkoStudio | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
Kotamas Store/marketing art | only for marketing images, the assets are from real artist 2d animations, updated with coloring to have variation. | Nalora Studio | - | Sep 18, 2026 | |
Rogue's Climb In-game content audio | The music was written with generative AI. | Nestwell Studio LLC | - | Sep 17, 2026 | |
Insanity: Altered Store/marketing art | For game banners, we collect elements from game art and then use AI to turn them into a single composition. | ARA Games | - | Sep 17, 2026 | |
Паучок сторожит уголок In-game content artaudio | Pre-generated images and music | NVG Games | - | Sep 17, 2026 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
恶意结核 (MechaBlight) In-game content art | This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted. | YeMaoFanKa | - | Sep 17, 2026 | |
River Runners In-game content text | AI was used for some localizations. | LogVenture | - | Sep 17, 2026 | |
NOEMA In-game content arttext | Some localization, marketing material and some art are drafted with AI first then brought to its final version. | Imponix Game Studio | - | Sep 16, 2026 | |
Gods of the Arena: Blood & Sand Dev only art | Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows. | Aeterna Nexus | - | Sep 16, 2026 | |
Arcane Library In-game content artaudio | Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running. | DDUCKD4K | - | Sep 16, 2026 | |
Capivara Companion In-game content artaudiotext | Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime. | Dotsmith | - | Sep 16, 2026 | |
Ninewrought: Nine Men's Morris In-game content art | Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials. | Nine Gates Studio | - | Sep 16, 2026 | |
Trickstir Store/marketing arttext | Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI. | Trickstir | - | Sep 16, 2026 | |
Calcio Totale In-game content text | Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime. | Eleòra | - | Sep 16, 2026 | |
喵喵牌 In-game content text | Ai were used to assist with translating text into multiple language | cczzqsll | - | Sep 16, 2026 | |
Fluffy Lineup In-game content art | Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production. | Yustar | - | Sep 16, 2026 | |
The Therapist In-game content artaudiocode | The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process. | Restless, LLC | - | Sep 16, 2026 | |
Somewhere Else In-game content art | As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game. | Milecode | - | Sep 16, 2026 | |
I Only Moved My Mouse In-game content artaudio | Some pixel art, sound effects and music are AI-generated. | Missroot | - | Sep 16, 2026 | |
Oscilloscopia Unclear arttext | Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited. | Imbölt | - | Sep 16, 2026 | |
暴食海岛 Munchy Island In-game content art | Some prototype artwork, including enemy and environment assets, was generated with AI tools and subsequently refined by the developer. | clownpiece | - | Sep 16, 2026 | |
Pore Panic Store/marketing art | We only use AI to create capsules and artworks. All gameplay elements and mechanics are entirely handcrafted. | Redcontroller Interactive | - | Sep 16, 2026 | |
Cat Omni: Card Cats In-game content art | Some graphical assets of the game like cat characters are made using generative artificial intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Sep 16, 2026 |