AI assistance was used. All in-game art, music, and sound were made by people.
- Creator
- Four Games
- Reviews
- -
- Added
- Sep 30, 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 assistance was used. All in-game art, music, and sound were made by people.
AI is used solely to assist with development, such as for some localization and the creation of internal tools. The game does not include any features that automatically generate content in real-time during gameplay.
Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored.
- AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender. All additional art is human-made: - Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store. - Steam capsule artwork is by @Camilieroart - Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library. - Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library.
Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey.
Some visual assets were created using generative AI during development.
AI tools are used to assist in development, including code, writing, art, and sound effects
AI was used for assets, code and some sounds
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Spirit Gems features artwork developed with generative AI.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used during development to create selected pre-generated visual assets, including environmental, vehicle, map, and marketing artwork. These assets were reviewed and integrated by the development team. No generative AI is used during gameplay.
AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。 翻訳など外国語への置き換えに使用しています。
AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets.
Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling).
In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures.
Only TTS voices in English. Some fragments of the code was made with AI, but these features are invisible for the client.
AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly.
AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer.
AI-generated artifacts
This game was developed with the help of generative AI (Anthropic's Claude). The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review. The icon and store images were drawn as shapes by AI-written code; no image-generation models were used. Screenshots and trailers are taken from actual gameplay. The game does not use AI while it is being played; all content is fixed at release.
Some written content in this game was drafted with generative AI assistance and reviewed and edited by the developer
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
AI was used in the creation of the game logic and for 3D model design.
Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed.
Some game assets were generated using AI.
Generative AI tools were used during development to assist in creating and refining some of the visual assets used in the game. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No AI-generated content is created during gameplay.
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.
No major content was directly created with AI. No graphic assets (store page or in game) were created with AI. Only used to help with creating shaders, database scripts, animations, and some balancing/debugging.
AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork. Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI. The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI. No generative AI is used dynamically during gameplay.
Part of the game's artwork - backgrounds, character illustrations, and CG images - was created with the assistance of generative AI tools, and some background music tracks and character voice lines were produced using AI music and AI speech generation services. All AI-assisted assets were reviewed and selected by the developer. The story, characters, and writing were authored by the developer. The game also includes an optional runtime AI dialogue feature that runs on a local model bundled with the game, fully offline; it generates short character replies only and cannot change the story or endings.
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Some minor store assets might be put through AI, but no game content is AI Generated.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx). Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players.
Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company. I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game. AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published. Industrial Empire Online does not generate AI content live during gameplay.
Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets.
Some assets
Some of the icons and UI assets in the game are created with the assistance of AI tools.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style. Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator. No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people. The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pomo Valley In-game content artaudio | AI assistance was used. All in-game art, music, and sound were made by people. | Four Games | - | Sep 30, 2026 | |
俺たちのボトルフリップ : Flip or Fade In-game content text | AI is used solely to assist with development, such as for some localization and the creation of internal tools.
The game does not include any features that automatically generate content in real-time during gameplay. | Unagi Tech | - | Sep 29, 2026 | |
Ground Ops: Turnaround In-game content audio | Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored. | Ailora Limited | - | Sep 28, 2026 | |
Post Apocalyptic Gas Station (PAGS) Dev only art | - AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender.
All additional art is human-made:
- Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store.
- Steam capsule artwork is by @Camilieroart
- Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library.
- Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library. | BearDog Games | - | Sep 28, 2026 | |
中国式青训 In-game content art | Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey. | JZHL | - | Sep 28, 2026 | |
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 | |
Debt & Daylight In-game content artcodeaudio | AI was used for assets, code and some sounds | Nextgenrun games | - | Sep 27, 2026 | |
Football Academy Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Kiki Games | - | Sep 27, 2026 | |
Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
Spirit Gems In-game content art | Spirit Gems features artwork developed with generative AI. | Recoil Mojo | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Cargo Directorate In-game content art | Generative AI was used during development to create selected pre-generated visual assets, including environmental, vehicle, map, and marketing artwork. These assets were reviewed and integrated by the development team. No generative AI is used during gameplay. | JuTiMa Games | - | Sep 25, 2026 | |
供犠層 KYOGI STRATUM 操作員を募集しています Dev only codetext | AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。
翻訳など外国語への置き換えに使用しています。 | 旧東京 | - | Sep 25, 2026 | |
Theme Park Simulator Store/marketing textart | AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets. | Arya Interactive | - | Sep 25, 2026 | |
Rox Solid Pro Football In-game content artcode | Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling). | Rox Solid Games | - | Sep 25, 2026 | |
Rio Beachside In-game content audioart | In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures. | Fazedor De Jogos | - | 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 | |
Magnyard Store/marketing textart | AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly. | Bakogame | - | Sep 25, 2026 | |
Baan Khok In-game content text | AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer. | Atiwat Cotpakdee | - | Sep 25, 2026 | |
Bid Master Simulator Unclear | AI-generated artifacts | BMaster | - | Sep 24, 2026 | |
Girigiri Shussha! — One Second to Spare In-game content arttextcode | This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release. | はるなな | - | Sep 24, 2026 | |
College Hockey 27 In-game content text | Some written content in this game was drafted with generative AI assistance and reviewed and edited by the developer | Coastal Summit Studios | - | Sep 24, 2026 | |
Nightclub Security In-game content artaudiotext | We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style. | Tiny Pause | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
Random & Unfair Battlefields In-game content artcode | AI was used in the creation of the game logic and for 3D model design. | Casual Games | - | Sep 24, 2026 | |
回到风吹过的地方 In-game content artaudio | Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed. | 大吃一斤汉堡团队 | - | Sep 24, 2026 | |
One Second Hero In-game content | Some game assets were generated using AI. | YaYa Game | - | Sep 24, 2026 | |
Galaxy Exodus In-game content art | Generative AI tools were used during development to assist in creating and refining some of the visual assets used in the game. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No AI-generated content is created during gameplay. | Creativexec | - | 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 | |
Axomorph Idle Dev only code | No major content was directly created with AI. No graphic assets (store page or in game) were created with AI. Only used to help with creating shaders, database scripts, animations, and some balancing/debugging. | AxoZap Games | - | Sep 23, 2026 | |
Astral 4X : Interstellar Simulation In-game content art | AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork.
Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI.
The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI.
No generative AI is used dynamically during gameplay. | Encelade Interactive | - | Sep 23, 2026 | |
Daydream and Her Lonely Isle Live AI artaudiotext | Part of the game's artwork - backgrounds, character illustrations, and CG images - was created with the assistance of generative AI tools, and some background music tracks and character voice lines were produced using AI music and AI speech generation services. All AI-assisted assets were reviewed and selected by the developer. The story, characters, and writing were authored by the developer. The game also includes an optional runtime AI dialogue feature that runs on a local model bundled with the game, fully offline; it generates short character replies only and cannot change the story or endings. | White Daydream Studio | - | Sep 22, 2026 | |
Stick Life: The Daily Grind In-game content arttextcode | Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play. | Drangus Studios | - | 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 | |
Gang Crime Simulator Store/marketing art | Some minor store assets might be put through AI, but no game content is AI Generated. | Anshar Studios | - | Sep 22, 2026 | |
VoxPrinceps: The Political Game In-game content textaudio | This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all. | Magnus et Epicus LLC | - | Sep 22, 2026 | |
INKQUISITION In-game content artaudio | Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer. | DOCEntertainment | - | Sep 22, 2026 | |
Grocery Store Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Farmer Life Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
研究生模拟器:毕业倒计时 Dev only code | This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players. | Yobboy Games | - | Sep 22, 2026 | |
Industrial Empire Online In-game content artcode | Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company.
I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game.
AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published.
Industrial Empire Online does not generate AI content live during gameplay. | George Games | - | Sep 22, 2026 | |
Border Control Together In-game content art | Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets. | Peaky Play | - | Sep 22, 2026 | |
A Game About Cleaning a River Unclear | Some assets | APP1 | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
ReDead Frontline Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | BS | - | Sep 21, 2026 | |
Guildmaster Simulator In-game content arttext | Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game. | Lohkforged Studios | - | Sep 19, 2026 | |
Print Shop Manager In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service. | Whatsayer Studio | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 |