The UI showing hunger and thirst displayed at the top right of the screen is made using AI.
- Creator
- REODIRA
- Reviews
- -
- Added
- May 23, 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.
The UI showing hunger and thirst displayed at the top right of the screen is made using AI.
Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI.
AI-generated artifacts
Some minor visual elements were assisted by AI during development and later refined and integrated by the developer. No AI is used during gameplay.
Logo was created by AI.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
his game uses generative AI in the following areas: 🎵 Music: Portions of the game's original soundtrack were composed using generative AI tools. 🎙️ Voice Acting: Character dialogue is performed using AI-generated voices. All dialogue, script, and performance direction were written and directed by the development team. All AI-generated content was reviewed, edited, and approved by the developers before inclusion in the final game.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative.
AI was used to assist in the translation of in-game text and store descriptions.
This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play.
Game Items are partially generated by AI.
Generative AI is used to assist with localization/translation. All localized text is reviewed and edited by the developer. Generative AI is used to generate steam capsule image and asset. Act as placeholder
AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam. I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles: - Translating store descriptions and in-game text into different languages - Acting as a helper assistant during code writing All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.
Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer. The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players.
A coding agent was used to assist and generate some code for the game. An AI model was used to help with some ideas and design
Multilingual content and some graphical assets.
AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer.
Some UI elements feature images created using generative AI.
Code was partially written with AI assistance.
I use generative AI tools as a solo developer to enhance the game's scope and immersion. Specifically: Narrative: I use AI to help brainstorm and draft initial versions of the large volume of news articles, newsletters, and in-game messages. This ensures a diverse and reactive 'living market' feel. All AI-assisted text is manually reviewed and edited by me. Visual Assets: Some 2D background elements, icons, and character portraits are generated with the help of AI tools to achieve a consistent 1980s aesthetic. My goal is to use these technologies to deliver a deeper, more systemic simulation than would otherwise be possible for a one-person studio.
Some of the visual assets in this game (such as concept arts, UI elements, and store capsules) and the initial ideation processes were developed with the assistance of generative AI tools. All AI-generated concepts were manually edited, refined, and integrated into the game by the developer. The game does not contain any live, real-time generative AI systems that react to player interactions.
Some in-game artwork and sound effects were created with the assistance of AI tools during development.
The music and sound effects in GardenGrow were created using generative artificial intelligence tools.
AI was used to help with translations and spelling.
Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools.
The images used in the game, as well as the promotional visuals shown in the store, are generated using AI. In addition, translations are also performed using large language models.
This game uses generative AI in the creation of some visual assets. All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
The localization and some artworks are supported by AI.
During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
Our game has utilized AI in-game and in some store visuals.
LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
This game makes limited use of generative artificial intelligence during development. Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion. All gameplay, design, and final creative decisions were made by the developer.
This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts. Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release.
Some store page artwork and marketing materials were created with the assistance of AI image generation tools. No AI-generated content is used within the game itself.
Generative AI was used to assist in coding.
World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough. Generative AI is used in the following place(s): • Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn. In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation.
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.
The game is self-funded at this stage, and your support helps us afford professional human-made services. Thank you! Content made with AI help: - Store capsule - Store localization - Player character 3D model.
During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity.
Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer.
All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time. I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it.
This game uses AI for Image capsules and Image logo for store page. All other screenshots and in game screenshots which are purely created by me and does not have AI in it.
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 was developed by a solo beginner from the ground up. AI tools were used during development to assist with coding, learn new software, generating some audio, and create in-game product and console artwork. All game design, systems, and creative direction are my own work.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Doldrums In-game content art | The UI showing hunger and thirst displayed at the top right of the screen is made using AI. | REODIRA | - | May 23, 2026 | |
The Universe Won't Pause In-game content art | Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI. | My Insights Games | - | May 23, 2026 | |
Real Car Market Simulator Together Unclear | AI-generated artifacts | Among Super-Eaters | - | May 23, 2026 | |
Bar Simulator In-game content art | Some minor visual elements were assisted by AI during development and later refined and integrated by the developer. No AI is used during gameplay. | Co's Studios | - | May 23, 2026 | |
Cleaning Simulator: Ultimate Mess Store/marketing art | Logo was created by AI. | Alice Games | - | May 23, 2026 | |
Random Coin In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | May 23, 2026 | |
Mafia Boss Simulator In-game content audiotext | his game uses generative AI in the following areas:
🎵 Music: Portions of the game's original soundtrack were composed using generative AI tools.
🎙️ Voice Acting: Character dialogue is performed using AI-generated voices. All dialogue, script, and performance direction were written and directed by the development team.
All AI-generated content was reviewed, edited, and approved by the developers before inclusion in the final game. | magicprostudio | - | May 23, 2026 | |
Indian Street Food Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | C51 Games | - | May 23, 2026 | |
Titanic Escape Simulator™ In-game content audio | Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative. | magicprostudio | 223 | May 23, 2026 | |
Just Eat Sushi! In-game content text | AI was used to assist in the translation of in-game text and store descriptions. | Aurora Colored Bird | 14 | May 23, 2026 | |
Null Carrier Live AI audio | This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play. | Donbrico Studio | - | May 23, 2026 | |
Drowning Dream In-game content | Game Items are partially generated by AI. | d273 | - | May 23, 2026 | |
Keeper of The Strait In-game content textart | Generative AI is used to assist with localization/translation. All localized text is reviewed and edited by the developer.
Generative AI is used to generate steam capsule image and asset. Act as placeholder | Sui Lip Chuan | - | May 23, 2026 | |
Build To The Moon Dev only text | AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam.
I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me. | BumpkinBrothers | - | May 23, 2026 | |
PlanetMars3D: Spirit Mission In-game content text | Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools. | 4AI Limited | - | May 23, 2026 | |
Peter the Stash Hunter In-game content textcode | Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game. | Fragilent | - | May 23, 2026 | |
Nordic Homestead: A Quiet Restoration Game In-game content artaudiocode | Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer.
The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players. | Secora Systems | - | May 23, 2026 | |
Fleet Manager: Logistics Simulator Dev only code | A coding agent was used to assist and generate some code for the game.
An AI model was used to help with some ideas and design | Woodheadgames Studio | - | May 23, 2026 | |
Memory Farm Unclear arttext | Multilingual content and some graphical assets. | Yuzu Game Studio | - | May 23, 2026 | |
Internet Cafe Tycoon In-game content codetext | AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer. | Muzaffer Usta | - | May 23, 2026 | |
PLACE TO FIT In-game content art | Some UI elements feature images created using generative AI. | BitRockGames | - | May 23, 2026 | |
Historarium Dev only code | Code was partially written with AI assistance. | SemiRandom Interactive | - | May 23, 2026 | |
Exit Liquidity In-game content textart | I use generative AI tools as a solo developer to enhance the game's scope and immersion. Specifically:
Narrative: I use AI to help brainstorm and draft initial versions of the large volume of news articles, newsletters, and in-game messages. This ensures a diverse and reactive 'living market' feel. All AI-assisted text is manually reviewed and edited by me.
Visual Assets: Some 2D background elements, icons, and character portraits are generated with the help of AI tools to achieve a consistent 1980s aesthetic.
My goal is to use these technologies to deliver a deeper, more systemic simulation than would otherwise be possible for a one-person studio. | Nordfoundry | - | May 23, 2026 | |
Real Life Simulator Store/marketing art | Some of the visual assets in this game (such as concept arts, UI elements, and store capsules) and the initial ideation processes were developed with the assistance of generative AI tools. All AI-generated concepts were manually edited, refined, and integrated into the game by the developer. The game does not contain any live, real-time generative AI systems that react to player interactions. | olwoco | - | May 23, 2026 | |
HAUL In-game content artaudio | Some in-game artwork and sound effects were created with the assistance of AI tools during development. | Deadstock Digital | - | May 23, 2026 | |
GardenGrow In-game content audio | The music and sound effects in GardenGrow were created using generative artificial intelligence tools. | ADIRINK | - | May 23, 2026 | |
CD Market - Music Label Sim In-game content text | AI was used to help with translations and spelling. | Lost Star Games | - | May 23, 2026 | |
Livin' the Cream: Ice Cream Simulator In-game content arttext | Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools. | Clover Rock Games | - | May 23, 2026 | |
Digital Civilization: Evolution In-game content arttext | The images used in the game, as well as the promotional visuals shown in the store, are generated using AI. In addition, translations are also performed using large language models. | KonaGames | - | May 23, 2026 | |
Okinawa Soba Simulator In-game content art | This game uses generative AI in the creation of some visual assets.
All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI. | gamoo6496 | - | May 23, 2026 | |
HZ Industry In-game content artaudio | In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play. | Sade_112 | - | May 23, 2026 | |
Agricola - The King's Farmer In-game content textart | The localization and some artworks are supported by AI. | kann zaubern | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales In-game content textart | During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
Dead Night Highway In-game content textart | LLM was used for translation to languages except English and Russian.
Pixelated character portraits were made based on generative pictures from this person does not exist web site | Mr. Pink | - | May 23, 2026 | |
Music Manager In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | May 23, 2026 | |
Cucumber Airlines In-game content audioartcode | This game makes limited use of generative artificial intelligence during development.
Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion.
All gameplay, design, and final creative decisions were made by the developer. | Kokoa Interactive | - | May 23, 2026 | |
OVERRIDE PROTOCOL Live AI text | This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts.
Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release. | Peyote Gaming | - | May 23, 2026 | |
HookahHouse Store/marketing art | Some store page artwork and marketing materials were created with the assistance of AI image generation tools. No AI-generated content is used within the game itself. | Deca Digital LLC | - | May 23, 2026 | |
Boid Predator Dev only code | Generative AI was used to assist in coding. | QuadNode | - | May 23, 2026 | |
National Transit In-game content arttext | World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough.
Generative AI is used in the following place(s):
• Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn.
In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation. | NationQ Studio | 36 | May 23, 2026 | |
Unbox your Workspace 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 | 34 | May 23, 2026 | |
My Little Ocean In-game content arttext | The game is self-funded at this stage, and your support helps us afford professional human-made services.
Thank you!
Content made with AI help:
- Store capsule
- Store localization
- Player character 3D model. | Palmirion Games | - | May 23, 2026 | |
Be A Firefighter In-game content textartaudio | During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity. | Treta Studios | - | May 23, 2026 | |
VR Blacksmithing In-game content artaudio | Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer. | Just Me Games | - | May 23, 2026 | |
Visseron Idle In-game content artaudio | All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time.
I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it. | HammaLlama | 34 | May 23, 2026 | |
Terminal Control Store/marketing art | This game uses AI for Image capsules and Image logo for store page. All other screenshots and in game screenshots which are purely created by me and does not have AI in it. | PXR Studios | - | May 23, 2026 | |
Flip My Room: Makeover 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 GmbH | 26 | May 23, 2026 | |
New Game+ - Game Store Simulator In-game content artaudiocode | This game was developed by a solo beginner from the ground up. AI tools were used during development to assist with coding, learn new software, generating some audio, and create in-game product and console artwork. All game design, systems, and creative direction are my own work. | A Lone Dev | - | May 23, 2026 |