Code was written using help of AI tools, all artwork is human made.
- Creator
- Tegridy Made Games
- Reviews
- -
- Added
- Sep 28, 2026
Public Steam disclosure research 25,376 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.
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Interactive or runtime AI features disclosed by the developer.
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Code was written using help of AI tools, all artwork is human made.
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
・Some of the posters were created using generative AI (ChatGPT and Gemini). ・Some of the voices were created using generative AI (Ondoku). ・The translations were created using generative AI (Gemini).
Generative AI tools were used to assist in the development of this game.
All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team.
Some materials were generated using AI.
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Generative AI was used for pre-generated Steam store promotional artwork, library artwork, and application icons. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI. Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life. Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service. I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun. The goal should always be making something that human beings will enjoy.
Help in creating images
This game is a polished and updated version of a limited-time game released in August 2026, and only available for a single month. The objective for the original was to create a game in as short a time as possible. Development was finished in three weeks, and to achieve this goal, Suno(AI) was used to create some of the sound assets. If you would prefer not to support this game due to this use of AI, we fully understand. Regardless, thank you for taking the time to consider it!
Generative AI capabilities have been used in game development content to enhance development efficiency.
This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons. Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services.
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Only TTS voices in English. Some fragments of the code was made with AI, but these features are invisible for the client.
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
Ragequit Royale was developed in collaboration with generative AI.
Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time.
AI tools were used to assist in the creation of some visual assets
Some visual assets and store-related materials for this game were created with generative AI assistance, then reviewed and edited by humans before inclusion. In-game opponents use traditional search and position evaluation; moves are not generated by generative AI at runtime.
AI was used for: developing content concepts, such as structures, locations, and some smaller details; creating parts of the environment, such as the day/night cycle and clouds; generating animals.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
In-game icons and background assets were generated with AI and then manually adjusted Promotional images and promotional videos were generated with AI and then manually adjusted
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance. Visual assets are handmade.
Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI).
We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page.
Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay.
All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials. The game does not generate AI content during play or connect to external AI services.
For text translations and the creation of individual graphics used for marketing and promotional purposes.
Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page. These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue.
some art and description might be ai generated
Some of the graphics were inspired from AI references
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Ant Clicker In-game content artaudiotextcode | Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play. | Bryan Wrinkle | - | Sep 28, 2026 | |
鬆獅蜥育成所 In-game content arttext | Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services. | KOKUTAN GAMES | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
Sprayed to Rest: Bear Hollow Unclear artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Sep 27, 2026 | |
すずちな水族館 / Suzuchina Aquarium In-game content artaudiotext | ・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini). | SuzuchinaGames | - | Sep 27, 2026 | |
Sheep Go! Unclear | Generative AI tools were used to assist in the development of this game. | Rush Bunnies Games | - | Sep 27, 2026 | |
GuGuGaGa-DeskPet In-game content artaudiocode | All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed. | MageStudio | - | Sep 27, 2026 | |
角落的观鸟大年 In-game content artaudiotext | Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play. | 歪DOC | - | Sep 27, 2026 | |
Toast Cat: Scratch & Win In-game content arttext | Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team. | ToastCat Games | - | Sep 27, 2026 | |
TheDeskFishTank Unclear | Some materials were generated using AI. | Srammark | - | Sep 26, 2026 | |
Too Many Capybaras: Sort Together In-game content art | This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play. | Tidywreck | - | Sep 25, 2026 | |
Ant Colony Idle Store/marketing art | Generative AI was used for pre-generated Steam store promotional artwork, library artwork, and application icons. No AI content is generated during gameplay, and the game does not connect to external AI services. | LiliVale | - | Sep 25, 2026 | |
Courier Chaos In-game content arttext | Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI.
Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ. | J Games | - | Sep 25, 2026 | |
Tooth And Tusk In-game content artaudiotextcode | NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy. | NBD2 | - | Sep 25, 2026 | |
Puzzle Penguins Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Thank You 4 Playing In-game content audio | This game is a polished and updated version of a limited-time game released in August 2026, and only available for a single month.
The objective for the original was to create a game in as short a time as possible. Development was finished in three weeks, and to achieve this goal, Suno(AI) was used to create some of the sound assets.
If you would prefer not to support this game due to this use of AI, we fully understand. Regardless, thank you for taking the time to consider it! | Libragames | - | Sep 25, 2026 | |
The Two Otters Dev only | Generative AI capabilities have been used in game development content to enhance development efficiency. | For Dawn Studio | - | Sep 25, 2026 | |
There's a Cat in My PC Live AI art | This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons.
Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key. | Dopamine | - | Sep 25, 2026 | |
Frogging Up: Frog Climb Rage Game In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Sep 25, 2026 | |
WarmSpot In-game content arttext | Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services. | BT Studio | - | Sep 25, 2026 | |
Puzzle Shrimps Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Spiders Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Whales Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Sharks Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Wild Cats Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
The Enchanted Crayon Dev only code | Only TTS voices in English.
Some fragments of the code was made with AI, but these features are invisible for the client. | Włodzimierz O. Kubera | - | Sep 25, 2026 | |
Happy Cats Market In-game content artaudiotext | Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play. | Satoshi Onishi | - | Sep 24, 2026 | |
Ragequit Royale Unclear | Ragequit Royale was developed in collaboration with generative AI. | ChritzleCraft | - | Sep 24, 2026 | |
À Deriva In-game content art | Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time. | Cheeetz | - | Sep 24, 2026 | |
Last Pasture Unclear art | AI tools were used to assist in the creation of some visual assets | DrugTank | - | Sep 24, 2026 | |
Fangrush In-game content art | Some visual assets and store-related materials for this game were created with generative AI assistance, then reviewed and edited by humans before inclusion. In-game opponents use traditional search and position evaluation; moves are not generated by generative AI at runtime. | Fangrush | - | Sep 24, 2026 | |
KYOTIKYO In-game content art | AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals. | playfuldreamer | - | Sep 24, 2026 | |
Hearth & Harvest In-game content text | Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers. | AD1 Studios | - | Sep 24, 2026 | |
Pawper: Desktop Pet In-game content art | I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running. | LUMO Technology & Software Innovation | - | Sep 24, 2026 | |
Ultimate Pet Shop Simulator In-game content artaudio | Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay. | Onivo Games | - | Sep 24, 2026 | |
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
Paws & Patches art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Paws & Patches Studio | - | Sep 22, 2026 | |
Workhorse Inc.: Attempted Clock-Out In-game content art | In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted | 幻想叙事工作室Mirage Tales Studio | - | Sep 22, 2026 | |
Desktop Tide In-game content arttext | Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services. | Moonwrought Studio | - | Sep 22, 2026 | |
Sandpipers! The Sea-Quell In-game content art | Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay. | David Dresner | - | Sep 22, 2026 | |
Beefarunna In-game content audiocode | Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance.
Visual assets are handmade. | zinkem | - | Sep 22, 2026 | |
Abyssal Evolution In-game content arttextaudio | Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI). | Passive Games | - | Sep 22, 2026 | |
Gohan : companion Store/marketing art | We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page. | YGGDRAZIL GROUP PUBLIC COMPANY LIMITED | - | Sep 22, 2026 | |
Lenimals In-game content art | Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay. | PadoGames | - | Sep 22, 2026 | |
Believe In-game content artaudiotext | All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials.
The game does not generate AI content during play or connect to external AI services. | NorrbackaFrans | - | Sep 22, 2026 | |
Holy Shroom! Store/marketing arttext | For text translations and the creation of individual graphics used for marketing and promotional purposes. | GameWood | - | Sep 21, 2026 | |
7 days in a little world In-game content artaudiotext | Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page.
These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue. | kumashin | - | Sep 21, 2026 | |
Shire Kings Store/marketing arttext | some art and description might be ai generated | Julien Nicolas | - | Sep 21, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 |