AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game.
- Creator
- Veyr
- Reviews
- -
- Added
- Sep 21, 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 exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game.
The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music.
1. This game uses AI to interact with the input text commands. 2. Some of the art resources and music assets in the game are generated by AI during the development stage.
The music for this game has been created with AI through serious prompting and critical listening. Want to donate your own electric swing music to this game? Contact us on Discord :)
Generative AI was used for some in-game textures, localization, and translation.
All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro). **No AI-generated images are used in the game.** **The only remaining use of AI in the game is for localization and translations.** As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions.
AI-assisted tools were used in the enhancement of the game’s music.
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Help in creating images
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI.
The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Help in creating images
This game's code and music were developed with the assistance of generative AI tools.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
Generative AI was used during development to assist with localization.
Some of the artwork in this game was created with the assistance of AI tools.
Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically. No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Some assets in the game were generated by AI.
Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay.
Our team uses generative AI tools to help develop some in game assets.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Google Gemini, Google Antigravity, Pixellab services/tools are used during development process.
Art, sound, text and code
AI Generated Content Disclosure Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development: Visuals & Art: Title artwork, in-game graphic assets. Audio: Background music (BGM) and sound effects (SFX). Code: Generative AI was used to assist in writing parts of the code.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running.
The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services.
Generative AI was used during development to create some of the game’s images and sprites.
a part of icon art generate by ai
Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
AI were used to assist with programming, asset creation, and text preparation.
A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials.
Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
This game was coded in assistance by Claude code.
Some of the artwork in this game was created using generative AI. The illustrated backgrounds, character portraits and achievement icons were generated with Google Gemini and then edited, cropped and colour-matched by hand for use in the game. Everything else is hand-made: the code, the market simulation, all writing and dialogue, the interface, and the sound.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Who's Next? Dev only code | AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game. | Veyr | - | Sep 21, 2026 | |
Word Link In-game content text | The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music. | Brain Boost Ninja | - | Sep 21, 2026 | |
StoryRealm: AI Interactive Story Games Live AI text | 1. This game uses AI to interact with the input text commands.
2. Some of the art resources and music assets in the game are generated by AI during the development stage. | YS studiu | - | Sep 21, 2026 | |
OFF you GO! In-game content audio | The music for this game has been created with AI through serious prompting and critical listening.
Want to donate your own electric swing music to this game? Contact us on Discord :) | Kasper Fischer Topp | - | Sep 21, 2026 | |
Alchemist's Books: Sorting the Old Alchemist's Storage In-game content arttext | Generative AI was used for some in-game textures, localization, and translation. | ZeroSeven | - | Sep 21, 2026 | |
INCREMINER In-game content text | All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro).
**No AI-generated images are used in the game.**
**The only remaining use of AI in the game is for localization and translations.**
As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions. | AlbertFreeman | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
Puzzle Mollusks Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Crustaceans Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Marine Fish Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Fire Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Beetles Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Scorpions Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Butterflies Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Westward Dash In-game content artaudiotextcode | All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation. | Mars Paladin | - | Sep 21, 2026 | |
The Solitaire Tower of Doom Dev only code | Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI. | emjayhar | - | Sep 21, 2026 | |
Obey the Beat In-game content audioart | The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons. | Bekho Team | - | Sep 21, 2026 | |
The Omega Strain Store/marketing art | Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release. | Coincidence of Imagina | - | Sep 21, 2026 | |
Puzzles Meteorites Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Peagle XP Dev only code | This game's code and music were developed with the assistance of generative AI tools. | Roulianos | - | Sep 21, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
Garden Cleanup Simulator In-game content text | Generative AI was used during development to assist with localization. | Luket | - | Sep 20, 2026 | |
Horde is Coming In-game content art | Some of the artwork in this game was created with the assistance of AI tools. | NeuroCore Studios | - | Sep 20, 2026 | |
TohoKids In-game content arttext | Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically.
No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered. | MonardoFunClub | - | Sep 20, 2026 | |
Hexed Hand In-game content textart | Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services. | Green Wall Studios | - | Sep 19, 2026 | |
Vampire Suplex In-game content arttext | Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running. | DUMARU Inc. | - | Sep 19, 2026 | |
Groundswell In-game content artaudio | Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values. | Two Drink Minimum Games | - | Sep 19, 2026 | |
Poco Loco In-game content art | Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay. | MindZone | - | Sep 19, 2026 | |
Pixel Golf League In-game content artaudio | Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay. | GyroNova Games | - | Sep 19, 2026 | |
Business Tycoon In-game content | Some assets in the game were generated by AI. | Tycoon Games | - | Sep 19, 2026 | |
LUCKY BLOCK Dev only code | Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay. | DIRECTOR`S CUT | - | Sep 19, 2026 | |
GOBILLIONS In-game content | Our team uses generative AI tools to help develop some in game assets. | Team Telor | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Pawmlet - Wheat Farm Dev only | Google Gemini, Google Antigravity, Pixellab services/tools are used during development process. | Deving Devs LLC | - | Sep 19, 2026 | |
Skywatch Unclear artaudiotextcode | Art, sound, text and code | BearLoop | - | Sep 19, 2026 | |
WRITE HOUSE In-game content artaudiocode | AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code. | Studio Writehouse | - | Sep 19, 2026 | |
Água Suja (Nobody Dies Here) In-game content arttext | This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package. | B&B Studios | - | Sep 19, 2026 | |
FishyFox In-game content art | FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running. | Arthur Richardson | - | Sep 19, 2026 | |
疯狂德州 In-game content audio | The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services. | Jarvis788 | - | Sep 19, 2026 | |
Arcane Commander: Overdrive In-game content art | Generative AI was used during development to create some of the game’s images and sprites. | Keph Labs | - | Sep 19, 2026 | |
One duck too many In-game content art | a part of icon art generate by ai | Nelson chui | - | Sep 19, 2026 | |
Teleport Master Store/marketing text | Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay. | Fluffy Games | - | Sep 19, 2026 | |
Highside Challenge In-game content artaudio | Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay. | codeGamepad | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 | |
Between Cats Unclear codearttext | AI were used to assist with programming, asset creation, and text preparation. | Maymaybe | - | Sep 19, 2026 | |
Your Fortune Teller In-game content textart | A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials. | Xtiama | - | Sep 19, 2026 | |
Bloom Above: Wanderisles In-game content arttext | Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service. | Krabbe Studios | - | Sep 19, 2026 | |
ZOO PANIC In-game content arttext | Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game. | SGC-gamedev | - | Sep 19, 2026 | |
Blackout Dev only code | This game was coded in assistance by Claude code. | Len Syrudas | - | Sep 19, 2026 | |
APEX Trading Life In-game content art | Some of the artwork in this game was created using generative AI. The illustrated
backgrounds, character portraits and achievement icons were generated with Google
Gemini and then edited, cropped and colour-matched by hand for use in the game.
Everything else is hand-made: the code, the market simulation, all writing and
dialogue, the interface, and the sound. | RavenStudio | - | Sep 19, 2026 |