AI tools are used to create SVG artwork, generate sound effects, and translate and localize the game's store page text.
- Creator
- NangmanGames
- Reviews
- -
- Added
- Oct 7, 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.
AI tools are used to create SVG artwork, generate sound effects, and translate and localize the game's store page text.
Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team.
Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human.
AI tools were used to help plan, research, and organize the creation of this game.
Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay.
AI was used for the character portraits and monster assets in the game.
Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future. Furthermore, one sound effect was created using AI. All other elements have been meticulously crafted by myself.
This game uses AI to generate some models, textures, and even some mechanics.
AI was used to create the game's main capsule artwork. The artwork was subsequently modified and edited by the developer.
Translations
AI tools were used during development to assist with the creation of product box artwork and textures, as well as sound effects. All AI-assisted assets were reviewed and integrated by the developer. The game does not generate AI content during gameplay.
AI was used to accelerate some of the development workflow.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
The store page capsule and library images (key art and logo) were created with the help of an AI image generator as temporary placeholders. They will be replaced with hand-made artwork in the future. The game itself does not use generative AI.
Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
i have used ai to help me make this game
Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay.
This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts.
Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified. The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile. Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime. The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels. Additional Specifications & Technical Notes: - A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model. - The local model is downloaded from the Internet via Ollama. - The end-user needs to have the Ollama client installed to run the model locally. - The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content. - The python server is run from the main executable's application domain, in the same directory structure. - The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run. Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at: droidknot.com/ARTS/Heaps_SIS_082726.pdf
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Generative AI tools were used during development to assist with code, text and localization, audio, and some visual assets.
Translations of UI text
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos.
Generative AI tools were used to assist with code development. All art, music, and design are human-made.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations. We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
The in-game image, as well as the image on the Steam page, were generated using AI.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Translated content and subtitle translations produced by artificial intelligence.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
This product, its trailers, in-game artworks, and translations were all generated using AI.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release: • Music: the game's background music was created using generative AI music tools. • Localization: some of the Visual Novel and game's dictionary word meanings and translations.
Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
AI was used for the translation of the game.
We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand.
Generative AI was integrated throughout the entire development process of the game.
Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
AI tools were used to assist in the creation of store Assets
Some images were created by AI. Some code was written by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Robots To Scrap In-game content artaudiotext | AI tools are used to create SVG artwork, generate sound effects, and translate and localize the game's store page text. | NangmanGames | - | Oct 7, 2026 | |
Neon Apocalypsis In-game content audiotext | Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team. | 4 Cats Studio | - | Oct 7, 2026 | |
マイセリウムクイーン In-game content text | Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human. | MushroomPunk | - | Oct 7, 2026 | |
My Adenture as a Slime Dev only | AI tools were used to help plan, research, and organize the creation of this game. | Somethin Somethin Studios | - | Oct 7, 2026 | |
PHUY In-game content art | Generative AI was used to create some pre-generated artwork used in the game. The game does not generate AI content during gameplay. | Viridian St. | - | Oct 7, 2026 | |
孤岛核心 In-game content art | AI was used for the character portraits and monster assets in the game. | 黯月游戏工作室 | - | Oct 6, 2026 | |
Cyan Heart In-game content textaudio | Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future.
Furthermore, one sound effect was created using AI.
All other elements have been meticulously crafted by myself. | Shoei Sio | - | Oct 6, 2026 | |
Patients In-game content artcode | This game uses AI to generate some models, textures, and even some mechanics. | Saintsscs | - | Oct 6, 2026 | |
Duck Duck Run Store/marketing art | AI was used to create the game's main capsule artwork. The artwork was subsequently modified and edited by the developer. | Olivier RAYON | - | Oct 6, 2026 | |
That Mountain Needs to Fall Unclear text | Translations | Antonio Igor Carvalho | - | Oct 6, 2026 | |
STOREBOT: Tidy Up PC Parts In-game content artaudio | AI tools were used during development to assist with the creation of product box artwork and textures, as well as sound effects. All AI-assisted assets were reviewed and integrated by the developer. The game does not generate AI content during gameplay. | Studio Maechuragi | - | Oct 6, 2026 | |
All Machines Must Die Dev only | AI was used to accelerate some of the development workflow. | SmallIndieDev | - | Oct 6, 2026 | |
ROUGH CROSSING In-game content artaudiotext | AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay. | Summer | - | Oct 6, 2026 | |
Panda Flora Store/marketing art | The store page capsule and library images (key art and logo) were created with the help of an AI image generator as temporary placeholders. They will be replaced with hand-made artwork in the future. The game itself does not use generative AI. | PandaFlora | - | Oct 6, 2026 | |
Physics Exam Trainer Store/marketing art | Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay. | ZHANG DONG | - | Oct 6, 2026 | |
Unwritten Live AI text | Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer. | Romain Brancherie | - | Oct 6, 2026 | |
AnimalCheckers Unclear | i have used ai to help me make this game | groundhogheist | - | Oct 6, 2026 | |
Dreads to Digest - Hunter or Hunted In-game content art | Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay. | Vethroxdev | - | Oct 6, 2026 | |
Bird Empire In-game content art | This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts. | sadness | - | Oct 6, 2026 | |
Robin In-game content text | Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome. | Franek | - | Oct 6, 2026 | |
Heaps Live AI arttextcode | Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf | Droidknot LLC | - | Oct 6, 2026 | |
Broken Pawn In-game content art | AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer. | Morok Archive | - | Oct 6, 2026 | |
RE:COPY In-game content textaudioart | Generative AI tools were used during development to assist with code, text and localization, audio, and some visual assets. | masasgames | - | Oct 6, 2026 | |
Blubber In-game content text | Translations of UI text | Crooked Hill Games | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
Void Beserk Store/marketing codeart | Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos. | Okiam666 | - | Oct 6, 2026 | |
Overlap Dev only code | Generative AI tools were used to assist with code development. All art, music, and design are human-made. | MilesThePiles | - | Oct 5, 2026 | |
DROWSE In-game content arttext | Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com. | MILKY COCO GAMES | - | Oct 5, 2026 | |
Audioglide In-game content artcode | AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game. | Ospekki | - | Oct 5, 2026 | |
The Last Hearth In-game content art | The in-game image, as well as the image on the Steam page, were generated using AI. | Last Hearth Games | - | Oct 4, 2026 | |
それでも僕らは廻っている。 In-game content arttextaudiocode | Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay. | おまど | - | Oct 4, 2026 | |
Plow-A-Lot In-game content artaudiotextcode | This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content. | Unity Gain, LLC | - | Oct 4, 2026 | |
Bulb Keeper: Tidy up the Night In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | YUKU Game | - | Oct 4, 2026 | |
Vitamin Prism In-game content arttext | AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions. | Cocoa Cake Studio | - | Oct 4, 2026 | |
River Hallucination In-game content text | Translated content and subtitle translations produced by artificial intelligence. | Viviane dos Santos Brito | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
Tales of the Immortal Path In-game content arttext | This product, its trailers, in-game artworks, and translations were all generated using AI. | Lumina Studio | - | Oct 4, 2026 | |
Primal Breakout In-game content arttext | Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development. | JQS Games | - | Oct 4, 2026 | |
KanaCross Together In-game content audiotext | Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations. | Chottosoft | - | Oct 4, 2026 | |
Night Intake In-game content audioart | Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay. | Black Relay | - | Oct 4, 2026 | |
FleetBane In-game content artaudiotext | FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service. | Archimond | - | Oct 4, 2026 | |
Star Stranded Scrappers In-game content art | Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game. | Martilo Games | - | Oct 4, 2026 | |
卡牌大师 In-game content art | Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions. | Gaster | - | Oct 4, 2026 | |
Gridbound In-game content text | AI was used for the translation of the game. | RheaGameProductions | - | Oct 4, 2026 | |
Windfall In-game content art | We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand. | Nasty's Dev | - | Oct 4, 2026 | |
Slingbox Unclear | Generative AI was integrated throughout the entire development process of the game. | TommyMic | - | Oct 4, 2026 | |
FARLINE In-game content artaudio | Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running. | Tal Games | - | Oct 3, 2026 | |
Deep Space Siege In-game content arttext | AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime. | Zery | - | Oct 3, 2026 | |
ROCK CORE Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 3, 2026 | |
GENA GORIN Dev only artcode | Some images were created by AI. Some code was written by AI. | MAXORKA GAMES | - | Oct 3, 2026 |