Some audio and translations were made with the assistance of AI.
- Creator
- Musefarm
- Reviews
- -
- Added
- Aug 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.
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.
Some audio and translations were made with the assistance of AI.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Working on replacing some audio and a few other visuals that were generated as place holder assets.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
The localization of this game was created using AI translation tools.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production. Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself. In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
Art generated.
Some images were created by DALL-E and further processed.
Some marketing assets on the store page (capsules, logo) were produced with a generative AI tool, based on screenshots and 3D renders from the game itself. Part of the in-game text (encyclopaedia entries and mission briefings) was drafted with the assistance of a large language model, then reviewed and edited by the developer. The 3D parts, textures and the simulation itself are authored. Nothing is generated while the game is running.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
All spoken dialogue in KRIS: The Last Good Summer is generated using AI text-to-speech technology, in both English and German. No other game content (art, music, writing, or code) uses generative AI.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Generative AI was used for two in-game mood posters and some store page graphics.
Generative artificial intelligence is used to speed up work with texts, sounds, and images.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
Some scenes were generated using AI
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Music and voice narration use AI generated audio, later edited by the developer.
Generative AI was used as a tool to assist with a portion of the character designs.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
NeoRunners uses generative AI tools as part of its development process. AI-assisted content includes portions of the game's visual artwork and UI assets, promotional/store artwork, and character voice audio. These assets are generated and/or iterated on during development and are reviewed, selected, edited, and integrated by the development team before being included in the game. The game does not generate this content dynamically during gameplay.
Some game illustrations are generated using AI and have been manually refined.
During development, generative AI was used to assist in creating some of the game’s 2D visual assets and icons. All AI-assisted content was manually reviewed and curated by the developers, and modified where necessary before being included in the final version. AI was also used to refactor some early code that was not yet well-structured.
AI is used only for translation and sound effects.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music. All final assets have undergone a process of editing, refinement, and review by human creators.
This game uses generative artificial intelligence in part to improve development efficiency. It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages. However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
Some of the 2D artwork in this game — the enemy kaiju, the player mech, the title logo, and the result screen background — was created using generative AI image tools, then selected, edited, and integrated by the developers. Music and sound effects are not AI-generated; they are human-composed tracks and recorded sounds. All AI-generated content is pre-rendered and shipped as fixed assets. The game does not generate any content with AI at runtime.
BirdBots uses generative AI tools during development to assist in the creation of certain promotional images, visual concepts, illustrations, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. AI is not used during gameplay and does not affect the game's mechanics.
Claude Code was used to help write code when I couldn't figure stuff out
AI is used in this project to accelerate coding and assisted in generating some of the marketing material.
I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist.
We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team. Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^
Some of the images were made using artificial intelligence.
Some in-game backgrounds and icons, as well as icons in the game preview thumbnails.
Used for generating image information such as game covers and UI.
AI is used for localization and music arrangements built from our own recordings and very few are fully AI-generated.
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
AI used for sprite, and artwork. AI used to help code the game.
I used coding agents to code this game.
Allows NPCs to have voice-based real-time conversation with the player
Some material images and sound effects are AI-generated.
AI tools were used to generate all audio. All audio has been human reviewed.
This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet.
The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bamboo Beat In-game content audiotext | Some audio and translations were made with the assistance of AI. | Musefarm | - | Aug 28, 2026 | |
BATTLE: PARTS & POWER In-game content artcode | Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay. | Cartoon Rocket Games | - | Aug 26, 2026 | |
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
Groundwork In-game content artaudio | Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made. | Peak Development | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 | |
EVER In-game content art | Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction. | Bada O Studio | - | Aug 25, 2026 | |
Cyberppangk In-game content artaudio | Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay. | Eturnalove | - | Aug 24, 2026 | |
Idle Clacker In-game content arttext | Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated. | Bookis Worthy | - | Aug 24, 2026 | |
BotForge In-game content artaudiocode | As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay. | Gabriel Crod | - | Aug 22, 2026 | |
SIGNOS: AI Robot Builder In-game content artaudio | This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team. | zeoperdise | - | Aug 22, 2026 | |
Robot City: Delivery Unclear art | Art generated. | DESU | - | Aug 22, 2026 | |
Iron Reborn – Battle of the Bots Store/marketing art | Some images were created by DALL-E and further processed. | Teemetal Game Studio | - | Aug 22, 2026 | |
La Bidouillerie In-game content text | Some marketing assets on the store page (capsules, logo) were produced with a generative AI tool, based on screenshots and 3D renders from the game itself.
Part of the in-game text (encyclopaedia entries and mission briefings) was drafted with the assistance of a large language model, then reviewed and edited by the developer.
The 3D parts, textures and the simulation itself are authored. Nothing is generated while the game is running. | AngeloStudio | - | Aug 20, 2026 | |
Carriers Together In-game content text | This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound. | HooTootyGames | - | Aug 20, 2026 | |
KRIS: The Last Good Summer In-game content audio | All spoken dialogue in KRIS: The Last Good Summer is generated using AI text-to-speech technology, in both English and German. No other game content (art, music, writing, or code) uses generative AI. | Sonamont | - | Aug 20, 2026 | |
Hyetyn In-game content art | Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay. | KGitaGames | - | Aug 20, 2026 | |
Strike and Pop In-game content art | Generative AI was used for two in-game mood posters and some store page graphics. | Monos Dev | - | Aug 20, 2026 | |
Ground Drone Operator: Ground Robotic System Simulator Unclear textaudioart | Generative artificial intelligence is used to speed up work with texts, sounds, and images. | Vladyslav Fomenko | - | Aug 17, 2026 | |
From Zero: Idle Factory In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service. | Cartoon Rocket Games | - | Aug 16, 2026 | |
塑风之恋-A Wind-Shaped Love In-game content art | Some scenes were generated using AI | Time | - | Aug 16, 2026 | |
Iron Assault Store/marketing codeart | Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay. | Jinfeng Cai | - | Aug 16, 2026 | |
ALL OUT WAR In-game content audio | Music and voice narration use AI generated audio, later edited by the developer. | Felipe Pechmann | - | Aug 16, 2026 | |
VIOLENCE DOLL バイオレンスドール In-game content art | Generative AI was used as a tool to assist with a portion of the character designs. | Mechanical Games | - | Aug 14, 2026 | |
CydonMan In-game content artaudiotext | Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay. | YesNine | - | Aug 14, 2026 | |
NeoRunners In-game content artaudio | NeoRunners uses generative AI tools as part of its development process. AI-assisted content includes portions of the game's visual artwork and UI assets, promotional/store artwork, and character voice audio. These assets are generated and/or iterated on during development and are reviewed, selected, edited, and integrated by the development team before being included in the game. The game does not generate this content dynamically during gameplay. | VanHawk | - | Aug 14, 2026 | |
上传器/Uploader In-game content art | Some game illustrations are generated using AI and have been manually refined. | QupiD | - | Aug 13, 2026 | |
Heart Of Machine In-game content artcode | During development, generative AI was used to assist in creating some of the game’s 2D visual assets and icons. All AI-assisted content was manually reviewed and curated by the developers, and modified where necessary before being included in the final version. AI was also used to refactor some early code that was not yet well-structured. | TBC | - | Aug 13, 2026 | |
Junk Ark In-game content textaudio | AI is used only for translation and sound effects. | Burning Bone | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
CodePhantom In-game content textaudio | Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators. | RRR | - | Aug 11, 2026 | |
勇桜 ~Escape from the Empire~ In-game content audiotext | This game uses generative artificial intelligence in part to improve development efficiency.
It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages.
However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used. | ChomaGames | - | Aug 8, 2026 | |
PACIFIC RHYTHM In-game content art | Some of the 2D artwork in this game — the enemy kaiju, the player mech, the title logo, and the result screen background — was created using generative AI image tools, then selected, edited, and integrated by the developers. Music and sound effects are not AI-generated; they are human-composed tracks and recorded sounds. All AI-generated content is pre-rendered and shipped as fixed assets. The game does not generate any content with AI at runtime. | ZUTTOMO | - | Aug 8, 2026 | |
BIRDBOTS In-game content art | BirdBots uses generative AI tools during development to assist in the creation of certain promotional images, visual concepts, illustrations, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. AI is not used during gameplay and does not affect the game's mechanics. | DogSoul Studios | - | Aug 7, 2026 | |
Chronoseum Dev only code | Claude Code was used to help write code when I couldn't figure stuff out | TaraPsych | - | Aug 5, 2026 | |
Calcination Store/marketing codeart | AI is used in this project to accelerate coding and assisted in generating some of the marketing material. | Alchemic Productions | - | Aug 5, 2026 | |
Catnip Wars In-game content art | I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist. | Ender Knight | - | Aug 5, 2026 | |
P.R.O.E.B. In-game content artaudio | We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team.
Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^ | UltraSimpleGames | - | Aug 5, 2026 | |
Cyber Panopticon Store/marketing art | Some of the images were made using artificial intelligence. | MAXORKA GAMES | - | Aug 5, 2026 | |
敵国工場への潜入 In-game content art | Some in-game backgrounds and icons, as well as icons in the game preview thumbnails. | Asaruto | - | Aug 2, 2026 | |
赛博神话:悟空 Store/marketing art | Used for generating image information such as game covers and UI. | CyberMoonStudio | - | Aug 1, 2026 | |
Ironweld In-game content textaudio | AI is used for localization and music arrangements built from our own recordings and very few are fully AI-generated. | 2071 Games | - | Jul 31, 2026 | |
Warmachine: Rogue-Scout In-game content audioart | This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping. | Vaultkeeper Games | - | Jul 31, 2026 | |
Bots to Mars In-game content artcode | AI used for sprite, and artwork. AI used to help code the game. | Benybob | - | Jul 30, 2026 | |
Juju Dev only code | I used coding agents to code this game. | Takana | - | Jul 30, 2026 | |
Stellar Cafe Live AI audio | Allows NPCs to have voice-based real-time conversation with the player | AstroBeam | - | Jul 30, 2026 | |
TEST 5 In-game content artaudio | Some material images and sound effects are AI-generated. | wanghaoran | - | Jul 29, 2026 | |
CYBERSPIDER VS. HUMANITY In-game content audio | AI tools were used to generate all audio.
All audio has been human reviewed. | Logan Knight | - | Jul 29, 2026 | |
ArtificialOverthrow In-game content art | This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet. | Clearence Rack | - | Jul 29, 2026 | |
ARC-9 In-game content arttext | The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release. | Dynamz Games | - | Jul 27, 2026 |