background and Logo with created AI.
- Creator
- NOXRG
- Reviews
- -
- Added
- Oct 9, 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.
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.
background and Logo with created AI.
Generative AI was used to create music for the game and its promotional trailer.
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development: Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair. Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling.
Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer. Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand: - Store artwork, logos and the main menu background image - Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese - Help with some in-game descriptions (shows, films, characters) The game does not use AI while you play.
The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play.
Music, background, videos and images in this game, especially the artwork, were created using AI tools as a visual supplement. This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Generative AI technology is used to realize the creative direction through the creation of assets.
The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime.
AI was used to assist with language localization and to create Steam page assets/promotional materials.
AI was used to edit capsule artwork and background music tracks.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay.
Images in the game’s gallery were created using AI.
Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay.
Textures, Sprites and Art is AI generated. Lots of manual modification take place after the AI generates the first pass.
AI tools were used in a limited capacity for a few prop images such as the photographs in the main house, and translation of some Javanese writings. All AI-assisted content was carefully reviewed and approved by humans to ensure it was appropriate and respectful, the final product is a reflection of our own cultural identity and creativity.
Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content.
AI was used to background music tracks.
Generative AI was used to assist with creating selected promotional artwork and drafting or editing some written marketing content for the Steam store page. No generative AI is used during gameplay.
It Wants You To Stay was developed using generative AI tools, including Claude Code, OpenAI Codex, Meta Muse, Meshy, Scenario, Eleven Labs, Suno AI, ChatGPT, and Seedance. AI was used to create code, many of the 3D models, sound effects, music, and videos. The game also includes free-to-use, human-made 3D models, with credit given to their authors. I understand that some players feel strongly about AI in games, and I respect that. If you prefer not to support games made using AI, this title may not be for you. I’m sharing this openly so you can make an informed choice before buying. If you choose to play, I hope you’ll judge the experience it delivers—its atmosphere, gameplay, performance, and value. Honest feedback, including negative reviews, is welcome. I take responsibility for the game’s quality and will use that feedback to help improve it.
some of the artwork are AI slop
Some sound effects were generated with AI tools (ElevenLabs) and the in-game radio songs were generated with AI (Suno), under commercial licenses, then selected, edited and mixed by the developer. All visuals (3D models, textures, grass, logo, store art), gameplay and writing are made by the developer.
Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service.
Some sound effects and images were created with the help of AI tools.
All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay.
Generative AI was used for 2D icons, background music, and translation.
This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play.
Some content in Cairn & Carat was created with the help of generative AI: - The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team. - In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance.
Voices And Sounds Are AI Generated
Artificial Intelligence is used to help with creating art.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service.
Generative AI was used to assist with translating in-game text into supported languages.
This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce: some character voices (text written by me, spoken with AI voice synthesis), some of the sound effects
AI tools were used to help translate the game, locate and fix bugs.
Used on capsule photos
AI assisted during rapid iteration developments for References, Connection Logic, and some Assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Not a Duck Store/marketing art | background and Logo with created AI. | NOXRG | - | Oct 9, 2026 | |
Snow Duckies In-game content audio | Generative AI was used to create music for the game and its promotional trailer. | Lost Games | - | Oct 9, 2026 | |
Memory Access Violation In-game content codeart | Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art. | De La Guardia Games | - | Oct 9, 2026 | |
Just Take Me to My Floor! In-game content artaudio | We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling. | SUGAMUE | - | Oct 9, 2026 | |
Demon Corp In-game content art | Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time. | Core Game Studios | - | Oct 9, 2026 | |
MNEMOALGIA In-game content artaudio | During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio. | Mnemodev | - | Oct 9, 2026 | |
CrazyFood In-game content audiotextart | Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play. | Inti Entertainment | - | Oct 9, 2026 | |
Television Dynasty Manager In-game content arttext | TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play. | One Tiny Empire | - | Oct 9, 2026 | |
Faded Fears - Grayshore Motel In-game content text | The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play. | Jeans | - | Oct 9, 2026 | |
The Outlaw's Saloon In-game content artaudio | Music, background, videos and images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay. | Red Sasori | - | Oct 9, 2026 | |
Ignite: The Ritual Store/marketing text | Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay. | BOSSTTCK Interactive | - | Oct 9, 2026 | |
STRADA KOREA In-game content arttext | Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services. | Tunguska | - | Oct 9, 2026 | |
Locard Dev only code | Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running. | JinjaGames | - | Oct 9, 2026 | |
Catch The Black Ace In-game content artaudiotext | AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay. | JokerGamesStudio | - | Oct 9, 2026 | |
Magnet Movers In-game content artaudio | Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play. | TechTalent | - | Oct 9, 2026 | |
ClawGnomes In-game content art | Generative AI technology is used to realize the creative direction through the creation of assets. | AnotherBuild | - | Oct 9, 2026 | |
しろを塗る Castle Paint In-game content art | The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime. | tatmos | - | Oct 9, 2026 | |
Emoji : Tidy Up In-game content textart | AI was used to assist with language localization and to create Steam page assets/promotional materials. | EmojiDev | - | Oct 9, 2026 | |
Bar Owner Simulator In-game content artaudio | AI was used to edit capsule artwork and background music tracks. | Curve Street | - | Oct 9, 2026 | |
F-2 MISSIONS: CASE ONE In-game content artaudio | Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime. | UNVELL Games | - | Oct 9, 2026 | |
Reel Risk In-game content art | Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay. | Reel Risk Studio | - | Oct 9, 2026 | |
Who? In-game content art | Images in the game’s gallery were created using AI. | pedro | - | Oct 9, 2026 | |
We Are Good Delivery In-game content arttext | Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay. | PetitPaleWorks | - | Oct 9, 2026 | |
AshSpire In-game content art | Textures, Sprites and Art is AI generated. Lots of manual modification take place after the AI generates the first pass. | HackettTech | - | Oct 9, 2026 | |
Night of Suro: Tulang Wangi In-game content arttext | AI tools were used in a limited capacity for a few prop images such as the photographs in the main house, and translation of some Javanese writings. All AI-assisted content was carefully reviewed and approved by humans to ensure it was appropriate and respectful, the final product is a reflection of our own cultural identity and creativity. | Bunnydog Studio | - | Oct 9, 2026 | |
Kaerun Store/marketing arttext | Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content. | Moorstone Studios | - | Oct 9, 2026 | |
Italian Street Food Simulator In-game content audio | AI was used to background music tracks. | Curve Street | - | Oct 8, 2026 | |
BLACKWALL ASYLUM Store/marketing arttext | Generative AI was used to assist with creating selected promotional artwork and drafting or editing some written marketing content for the Steam store page. No generative AI is used during gameplay. | Kettlefox Games | - | Oct 8, 2026 | |
It Wants You To Stay In-game content artaudiotextcode | It Wants You To Stay was developed using generative AI tools, including Claude Code, OpenAI Codex, Meta Muse, Meshy, Scenario, Eleven Labs, Suno AI, ChatGPT, and Seedance. AI was used to create code, many of the 3D models, sound effects, music, and videos. The game also includes free-to-use, human-made 3D models, with credit given to their authors.
I understand that some players feel strongly about AI in games, and I respect that. If you prefer not to support games made using AI, this title may not be for you. I’m sharing this openly so you can make an informed choice before buying.
If you choose to play, I hope you’ll judge the experience it delivers—its atmosphere, gameplay, performance, and value. Honest feedback, including negative reviews, is welcome. I take responsibility for the game’s quality and will use that feedback to help improve it. | AI & Design Game Studios | - | Oct 8, 2026 | |
Terror In The Shadowrealms In-game content art | some of the artwork are AI slop | Onigumo69 | - | Oct 8, 2026 | |
One More Lawn In-game content audio | Some sound effects were generated with AI tools (ElevenLabs) and the in-game radio songs were generated with AI (Suno), under commercial licenses, then selected, edited and mixed by the developer. All visuals (3D models, textures, grass, logo, store art), gameplay and writing are made by the developer. | Superdou | - | Oct 7, 2026 | |
Sort Them Dice In-game content arttext | Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay. | Dice Dice Dice | - | Oct 7, 2026 | |
破铜烂铁 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Oct 7, 2026 | |
Junk Rocket Party In-game content artaudiocodetext | This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service. | TOWA YOSHIDA | - | Oct 7, 2026 | |
Cryptward Online In-game content artaudio | Some sound effects and images were created with the help of AI tools. | Taverna Games | - | Oct 7, 2026 | |
추 : 그날의 악몽 In-game content audiotextcode | All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay. | HyungDongStudio | - | Oct 7, 2026 | |
Needle: The 1% Challenge In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 7, 2026 | |
Left! Left! LEFT! Store/marketing art | Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay. | Stellux Interactive | - | Oct 7, 2026 | |
Dungtilian In-game content artaudiotext | Generative AI was used for 2D icons, background music, and translation. | Dekoi | - | Oct 7, 2026 | |
THE BACKLOG In-game content audioarttext | This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play. | RecalloopStudio | - | Oct 7, 2026 | |
Cairn & Carat In-game content arttext | Some content in Cairn & Carat was created with the help of generative AI:
- The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team.
- In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance. | ZeuZ IT | - | Oct 7, 2026 | |
MemeticBox In-game content audio | Voices And Sounds Are AI Generated | Corvium Games | - | Oct 7, 2026 | |
Shady Den Simulator Unclear art | Artificial Intelligence is used to help with creating art. | zfgames | - | Oct 7, 2026 | |
We're Gonna Die In-game content artaudiocode | I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed. | Delusional | - | Oct 7, 2026 | |
ムゲン階段 団地編 In-game content art | Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service. | Mori Mori Potato | - | Oct 7, 2026 | |
Moon Sweepers In-game content text | Generative AI was used to assist with translating in-game text into supported languages. | DragDrop Games | - | Oct 7, 2026 | |
Peasants in the Summer In-game content audio | This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce:
some character voices (text written by me, spoken with AI voice synthesis),
some of the sound effects | Woweach Games | - | Oct 7, 2026 | |
Cable Management Simulator In-game content text | AI tools were used to help translate the game, locate and fix bugs. | Coldspire Studios | - | Oct 7, 2026 | |
Cat Customs Simulator Store/marketing art | Used on capsule photos | PotDev | - | Oct 7, 2026 | |
WICK: Wizards into Cards that Kill Unclear | AI assisted during rapid iteration developments for References, Connection Logic, and some Assets. | SpellLab Studio | - | Oct 7, 2026 |