early development stages prototyping, block out replacement
- Creator
- MonoCulture FZ-LLC
- Reviews
- -
- Added
- Sep 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.
early development stages prototyping, block out replacement
An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay.
Some assets were created or edited with generative AI tools. No AI content is generated during gameplay.
The game's localizations were made using AI.
Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content.
Generative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer.
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model. The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
Some of the 2D art and textures in this game were created with the help of generative AI tools. Generative AI was also used to assist with writing and translating parts of the in-game text. All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI while you play.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images
Steam Store page logo and cover art made with ai tools
AI voice generation software was used to synthesize specific voice lines for characters within the game.
During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services.
Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
This game was developed with the assistance of AI for textures, translations, and scripting.
Resolution upscaling, fictive product ads, some of the voiceovers
Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay.
Were used during development to assist with selected visual asset workflows. All final assets were reviewed, edited, optimized, and manually integrated by the developer.
Generative AI was used to create portions of the pre-rendered promotional trailer and to assist with the production of some visual assets. No content is generated during gameplay, and the game does not connect to external AI services.
This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game.
Steam store page logo and cover art made with ai tools
localization
Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
AI was used to generate some textures
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
The game's voiceover and logo were created using AI.
hey guys. i used ai to code efficently. no ai generated art inside. have fun!
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer.
Some audio and text translations are powered by AI
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand. Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Some background music tracks were generated using Suno AI. All other assets are human-made. No AI-generated content is created live during gameplay.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures. There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
In some screenshots on the store page, I used AI in order to show more clear image. In the gameplay, the artificial intelligence is not used.
部分游戏内背景图使用AI辅助生成,剧情与角色设计均为原创。
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
game logo and covers made with ai software tools
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
Portions of the localization, textures, and sound effects in this product were created with the assistance of artificial intelligence (AI).
Some photos and textures in the game are generated using AI technology.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sleep It Off Dev only | early development stages prototyping, block out replacement | MonoCulture FZ-LLC | - | Sep 7, 2026 | |
Hotel 13 In-game content audio | An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay. | Voidy | - | Sep 7, 2026 | |
MOTHERWARD In-game content art | Some assets were created or edited with generative AI tools. No AI content is generated during gameplay. | Budgie Pixels | - | Sep 7, 2026 | |
Reflections at Frostkorn In-game content text | The game's localizations were made using AI. | Tonguç Bodur | - | Sep 7, 2026 | |
BUNSIK In-game content text | Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content. | Playnova Studio | - | Sep 7, 2026 | |
Snowstorm of the mind In-game content artaudio | Generative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer. | iGlatolenko | - | Sep 6, 2026 | |
The Hobo Dev In-game content audiotext | Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code. | Fromont Gaming | - | Sep 4, 2026 | |
Late Checkout In-game content arttext | Some of the 2D art and textures in this game were created with the help of generative AI tools. Generative AI was also used to assist with writing and translating parts of the in-game text. All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI while you play. | Ninety Pines | - | Sep 4, 2026 | |
Croissant Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images | C51 Games | - | Sep 3, 2026 | |
Super Clown Spookyland Store/marketing art | Steam Store page logo and cover art made with ai tools | Valkeala Software | - | Sep 3, 2026 | |
Cycle 8: The Laundromat Anomaly In-game content audio | AI voice generation software was used to synthesize specific voice lines for characters within the game. | Null State Games | - | Sep 3, 2026 | |
A Bad Dream: Trypophobia In-game content artcode | During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services. | Big Mount Interactive | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
Unfold Flower In-game content arttextcode | This game was developed with the assistance of AI for textures, translations, and scripting. | flycat.games | - | Sep 3, 2026 | |
Lost Budapest In-game content artaudio | Resolution upscaling, fictive product ads, some of the voiceovers | Lost Budapest | - | Sep 3, 2026 | |
Airport 7 Dev only | Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay. | Mr Dev | - | Sep 3, 2026 | |
Garage: Tidy Up! Dev only art | Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer. | Cat Company Limited | - | Sep 3, 2026 | |
6F: NIGHT SCHOOL LOOP∞ Store/marketing art | Generative AI was used to create portions of the pre-rendered promotional trailer and to assist with the production of some visual assets. No content is generated during gameplay, and the game does not connect to external AI services. | お寿司 | - | Sep 1, 2026 | |
校怨实录 The School Grudge Tapes In-game content artaudio | This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game. | Loser Studio | - | Sep 1, 2026 | |
Sad Virus Ruined Land Store/marketing art | Steam store page logo and cover art made with ai tools | Valkeala Software | - | Aug 29, 2026 | |
Spear Dive In-game content text | localization | SobaStudio | - | Aug 29, 2026 | |
Sukmantos Kitchen 1990 In-game content artaudio | Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI. | Ilhaminati | - | Aug 29, 2026 | |
Unedited Footage: The Abandoned Factory In-game content audioarttext | Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running. | Lucitella | - | Aug 29, 2026 | |
The Night Kitchen In-game content art | AI was used to generate some textures | Clanga Game | - | Aug 29, 2026 | |
ARETIAS: Cursed Island In-game content arttext | Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | inHeka Studios | - | Aug 28, 2026 | |
She'll Be Home Soon In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | Aug 28, 2026 | |
911 Dispatcher: Unknown Caller In-game content audioart | The game's voiceover and logo were created using AI. | Room13Games | - | Aug 28, 2026 | |
No Such Floor Dev only code | hey guys. i used ai to code efficently. no ai generated art inside. have fun! | QuasART GAMES | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
Protocol - Chapter 1: Limbo Dev only code | Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer. | Alchanters | - | Aug 28, 2026 | |
manmanzhilv In-game content audiotext | Some audio and text translations are powered by AI | 下前拳游戏 | - | Aug 26, 2026 | |
At Once, My Lord! In-game content arttext | Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages. | Who Makes Games | - | Aug 26, 2026 | |
Dear Gardener Dev only artcode | As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code. | Youkoso Games | - | Aug 25, 2026 | |
Still Inside In-game content art | In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content. | SONSU | - | Aug 25, 2026 | |
Paint The World In-game content artaudiocode | 3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI. | Facey Sock Studios | - | Aug 25, 2026 | |
Ward 9 In-game content arttextaudio | Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay. | MMKPC Studios | - | Aug 24, 2026 | |
Aftergrowth Dev only textcode | Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service. | pl0xuee | - | Aug 24, 2026 | |
Mai Trang In-game content audio | Some background music tracks were generated using Suno AI. All other assets are human-made. No AI-generated content is created live during gameplay. | Chuongcc | - | Aug 24, 2026 | |
My Last Appointment In-game content textart | Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones. | Ells&Pills | 133 | Aug 23, 2026 | |
The Sin of Ritter In-game content audiotextart | During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments. | Ritter | - | Aug 23, 2026 | |
Marbled Memories In-game content artaudio | This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it. | Techknickle | - | Aug 23, 2026 | |
Bigger Brain Store/marketing art | In some screenshots on the store page, I used AI in order to show more clear image.
In the gameplay, the artificial intelligence is not used. | Dream of guinea pigs | - | Aug 23, 2026 | |
Shadows of Three: Coup In-game content art | 部分游戏内背景图使用AI辅助生成,剧情与角色设计均为原创。 | 张不良 ZHANG BU LIANG | - | Aug 23, 2026 | |
Nostra Culpa In-game content text | Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay. | DIY Games | - | Aug 22, 2026 | |
Worm In Village Store/marketing art | game logo and covers made with ai software tools | Valkeala Software | - | Aug 22, 2026 | |
ARCHEIO: Night Shift In-game content art | AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines. | IonianCore | - | Aug 22, 2026 | |
熊猫钓鱼:台钓问道之旅 In-game content art | AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction. | BoLiZha Studio | - | Aug 22, 2026 | |
Museum 8 textaudio | Portions of the localization, textures, and sound effects in this product were created with the assistance of
artificial intelligence (AI). | Overay Inc. | - | Aug 22, 2026 | |
泯灭 In-game content art | Some photos and textures in the game are generated using AI technology. | Gameloop | - | Aug 22, 2026 | |
BULBIT | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions | Hoon Arcade | - | Aug 22, 2026 |