AI was used to assist with the base localization of in-game texts into other languages.
- Creator
- Jan Štěpánek
- Reviews
- -
- Added
- Jun 3, 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.
AI was used to assist with the base localization of in-game texts into other languages.
Some Steam community assets were created or refined with the assistance of generative AI.
Generative AI was used to bake NPC clothing.
AI is used to generate the game icons and a small portion of the game models.
Used for steam visuals.
Generative AI was used to generate store page design assets.
Some in-game textures, music, and promotional materials contain AI-generated content.
There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation. Several other uses are planned, including localization. AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work.
Some Steam store marketing icons or images were created or assisted with generative AI
Visual assets used in this game were created with the assistance of generative AI and were curated, edited, and integrated by the developer.
Small portion of marketing, achievements icon, and a several of the in-game music were created with AI
Generative AI tools were used to create the voiceover audio for the characters in this game. All AI-generated audio was pre-recorded and integrated during development; the game does not generate any AI content in real-time.
The music featured in the trailer was composed using generative AI tools. Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
Some visual and audio assets were created with the assistance of generative AI tools and refined during development.
Player portraits have been generated using AI tools, and AI has been used to assist in the coding and written content of the game.
AI-generated artifacts
Cleaned up / textured with Nano Banana: - patrol zone map - shipping lane map - sea state list
AI was used only for the logo. No in-game elements are AI-generated.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
Generative AI tools were used during the development of this game for programming assistance, localization, and partial text generation. Some localized text and in-game written content were generated with the assistance of AI-based tools.
Generative AI tools were used during the development of Final Life Simulator to create various static graphic assets. This includes promotional store images, marketing artwork, and certain UI icons and visual elements. All AI-generated content has been reviewed and curated by the developer to ensure it aligns with the game's artistic direction and quality standards. No live-generated AI content is used during gameplay.
Logo and store header is AI generated, as I am utterly, completely broke. This will be replaced if magically I earn enough money at some point to actually hire someone (which I strongly doubt due to the niche market of this project).
AI was used solely for translation and localization purposes (store page and in-game text).
AI was used to make the paint streaks in the main menu and pause menu.
We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team.
Since I'm currently working on this project by myself, I'm using AI to create the logos and images that appear in the game.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Generative AI tools were used during development for limited asset creation and coding assistance.
Only the Steam capsule pictures were generated by AI.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
在角色和场景细化、物品图标绘制以及音乐创作等环节,我们运用了 AI 技术。但我们在此基础上,还进行了人工的二次加工,并非直接采用了 AI 生成的素材。 此外,游戏中除上述提及的内容外,其余部分均为人工创作,未使用 AI 制作 。
This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
AI tools were used to assist with text editing, translation, illustrations, and marketing materials. Game concept, writing, music direction, and narrative structure were created by a human.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
AI tools were used to assist in the creation of store capsule images and logo
This game contains AI-generated content on the game cover.
This game contains AI-generated content on the game cover.
在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。
AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play.
EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal. LIVE-GENERATED CONTENT When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including: - Legislative feasibility analysis - Budget impact and financial coverage - Macroeconomic effects (GDP, debt, inflation) - Social and political consensus projections - Parliamentary vote simulation Model used: Anthropic Claude, accessed via API. Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model. Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes. PRE-GENERATED CONTENT The game's background music track was generated using AI tools during development and ships with the game.
Some of the in-game audio (speech and radio music) is partly AI generated.
AI-generated art objects
AI-generated artifacts
AI-generated artifacts
Official AI Usage Statement: Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates. The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Office Manager In-game content text | AI was used to assist with the base localization of in-game texts into other languages. | Jan Štěpánek | - | Jun 3, 2026 | |
Coffee Please Store/marketing art | Some Steam community assets were created or refined with the assistance of generative AI. | Nepix | 81 | Jun 3, 2026 | |
Gun Shop 3 In-game content art | Generative AI was used to bake NPC clothing. | Mall Ninja Studio, LLC | - | Jun 3, 2026 | |
末世列车 In-game content art | AI is used to generate the game icons and a small portion of the game models. | PAOGE | - | Jun 3, 2026 | |
Casino Empire Together Store/marketing art | Used for steam visuals. | cnsgames | 33 | May 23, 2026 | |
Vibe Idler Store/marketing art | Generative AI was used to generate store page design assets. | Area Denial | - | May 23, 2026 | |
Aislebound In-game content artaudio | Some in-game textures, music, and promotional materials contain AI-generated content. | FennX Creative | - | May 23, 2026 | |
HullRats Live AI textcodeart | There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation.
Several other uses are planned, including localization.
AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date. | Dan Danciu | - | May 23, 2026 | |
EverestBaseCamp Store/marketing art | Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content. | darkrio Studio | - | May 23, 2026 | |
Dead Sector In-game content artcode | Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work. | Lonely Cloud | - | May 23, 2026 | |
Horse Spirit Valley In-game content art | Some Steam store marketing icons or images were created or assisted with generative AI | Antique Box Studio | - | May 23, 2026 | |
White Signal In-game content art | Visual assets used in this game were created with the assistance of generative AI and were curated, edited, and integrated by the developer. | Frenari | - | May 23, 2026 | |
MyBiz: Pomodoro Desk Tycoon In-game content artaudio | Small portion of marketing, achievements icon, and a several of the in-game music were created with AI | Bizpro Games | - | May 23, 2026 | |
Смена In-game content audio | Generative AI tools were used to create the voiceover audio for the characters in this game. All AI-generated audio was pre-recorded and integrated during development; the game does not generate any AI content in real-time. | Zarya61 | - | May 23, 2026 | |
Gallows & Gold In-game content audio | The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer. | Will Charles | - | May 23, 2026 | |
四方行 In-game content artaudio | Some visual and audio assets were created with the assistance of generative AI tools and refined during development. | ikarosfd | 14 | May 23, 2026 | |
Making the Cut In-game content arttextcode | Player portraits have been generated using AI tools, and AI has been used to assist in the coding and written content of the game. | Hedge Media | - | May 23, 2026 | |
Cozy Offroad Simulator Together Unclear | AI-generated artifacts | 11 Pet Studios | - | May 23, 2026 | |
Silent Shark In-game content art | Cleaned up / textured with Nano Banana:
- patrol zone map
- shipping lane map
- sea state list | John Goering | 106 | May 23, 2026 | |
WHERE the F$CK is my BITCOIN ⁉️ Store/marketing art | AI was used only for the logo.
No in-game elements are AI-generated. | Bin Juice Games | 97 | May 23, 2026 | |
Miles To Nowhere In-game content art | Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere. | Devilooper_Studios | - | May 23, 2026 | |
Necrotel: No Checkout In-game content art | The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements. | CGI LAB GAMES | - | May 23, 2026 | |
K-PC Cafe Simulator In-game content arttext | This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players. | Jayhyeon Studio | - | May 23, 2026 | |
TimelineTown In-game content textcode | Generative AI tools were used during the development of this game for programming assistance, localization, and partial text generation.
Some localized text and in-game written content were generated with the assistance of AI-based tools. | WataritamaStudio | - | May 23, 2026 | |
Final Life Simulator In-game content art | Generative AI tools were used during the development of Final Life Simulator to create various static graphic assets. This includes promotional store images, marketing artwork, and certain UI icons and visual elements. All AI-generated content has been reviewed and curated by the developer to ensure it aligns with the game's artistic direction and quality standards. No live-generated AI content is used during gameplay. | Sergio Garcia | - | May 23, 2026 | |
LIT Creature Forge Store/marketing art | Logo and store header is AI generated, as I am utterly, completely broke. This will be replaced if magically I earn enough money at some point to actually hire someone (which I strongly doubt due to the niche market of this project). | Lunder IT | - | May 23, 2026 | |
Arms Dealer Simulator In-game content text | AI was used solely for translation and localization purposes (store page and in-game text). | PearlyOrca | - | May 23, 2026 | |
Today Tomorrow and the Next In-game content art | AI was used to make the paint streaks in the main menu and pause menu. | cloud__d | - | May 23, 2026 | |
Watching the Sky In-game content artaudiotext | We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team. | DefconNet.work | - | May 23, 2026 | |
Cafe Connect In-game content art | Since I'm currently working on this project by myself, I'm using AI to create the logos and images that appear in the game. | Hrafnyx Studios | - | May 23, 2026 | |
Billionaire Life Simulator Store/marketing art | Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content. | magicprostudio | - | May 23, 2026 | |
Aquasim Dev only artcode | Generative AI tools were used during development for limited asset creation and coding assistance. | Heaven Machine | - | May 23, 2026 | |
Crafty Marbles Store/marketing art | Only the Steam capsule pictures were generated by AI. | Peterclark | - | May 23, 2026 | |
My First Driving School In-game content art | The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components. | STARFALL STUDIO SRL | - | May 23, 2026 | |
青云录:官海浮沉 In-game content artaudio | 在角色和场景细化、物品图标绘制以及音乐创作等环节,我们运用了 AI 技术。但我们在此基础上,还进行了人工的二次加工,并非直接采用了 AI 生成的素材。
此外,游戏中除上述提及的内容外,其余部分均为人工创作,未使用 AI 制作 。 | 青云工作室 | - | May 23, 2026 | |
Cinematic Business In-game content arttext | This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events. | AW Games | - | May 23, 2026 | |
Soulwoven Princess In-game content art | Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style. | Past Tense GO | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
Traders Life Together Store/marketing art | AI tools were used to assist in the creation of store capsule images and logo | DNA ARMY GAMING | 22 | May 23, 2026 | |
Mall Together In-game content art | This game contains AI-generated content on the game cover. | Business Tycoon | - | May 23, 2026 | |
Medieval Juice Crafter In-game content art | This game contains AI-generated content on the game cover. | Timeless Rush | - | May 23, 2026 | |
烘焙糕手 In-game content art | 在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。 | Bob&Fan | - | May 23, 2026 | |
Escape the Grind Store/marketing art | AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play. | SetForMoney Studios | - | May 23, 2026 | |
EQUILIBRIUM Live AI text | EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
LIVE-GENERATED CONTENT
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
Model used: Anthropic Claude, accessed via API.
Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model.
Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes.
PRE-GENERATED CONTENT
The game's background music track was generated using AI tools during development and ships with the game. | Benetti Andrea | - | May 23, 2026 | |
Happy Country In-game content audio | Some of the in-game audio (speech and radio music) is partly AI generated. | Bugshell Entertainment | - | May 23, 2026 | |
Bloody Cleanup TOGETHER Unclear art | AI-generated art objects | Meraki Tech | - | May 23, 2026 | |
Mow Simulator Together Unclear | AI-generated artifacts | Among Super-Eaters | - | May 23, 2026 | |
TRUCK SIMULATOR US DRIVER Unclear | AI-generated artifacts | Christopher Ikeda | - | May 23, 2026 | |
Century’s End Awakening In-game content audio | Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process. | 卜帆菌 | - | May 23, 2026 |