Generative AI is used as a translation aid for some in-app text and the English localization of the store page. This application does not include any features that use generative AI.
- Creator
- Takabo Soft
- Reviews
- 22
- Added
- May 23, 2026
Public Steam disclosure research 25,508 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.
Generative AI is used as a translation aid for some in-app text and the English localization of the store page. This application does not include any features that use generative AI.
CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer.
Artificial intelligence was used to create icons and sound effects.
Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts.
Used GenAI for the trailer, code, assets.
This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools.
I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art. A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition. I also have a no AI assets switch in Settings to toggle off generated content if you prefer.
Music and Sounds are mostly generated.
This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game.
The logo and some of the art surrounding the logo on the main menu screen is partly made using Photoshop Generative AI feature.
In development and early prototyping, Rankbreaker used some generative art assets. These are being actively replaced with original work created by professional artists, and this transition is already underway. Current contributions include: Leonardo Veronesi: Disruptors “Void,” “Raven,” “Recoil,” and character card “Axl Rydell” Samuele Colombini: Character cards “Bloodthirst,” “Ironjaw,” “Riff the Cat,” and “Stonewhal” Richard Kessler: Location art “Deadspace,” “Sepulcher,” and “The Arc” All generative assets are being phased out in favor of fully original artwork as development continues.
Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day.
Spa World was developed with AI-assisted tools used during the development process, including code assistance and content drafting. All game design, creative direction, artwork, and final decisions were made by the developer. The game itself does not use or generate AI content during gameplay.
All Store images built with a baseline of Genertive AI and heavly modified before upload Some Code mainly underlying Features are Made With Generative AI
Like most AAA games, my game was developed with the assistance of Generative AI.
Generative AI was used to create the 2D promotional artwork for the Steam store page (including the capsule images, library assets, and marketing GIFs). The AI generated these marketing assets using screenshots of actual in-game pixel art as a direct reference to ensure an accurate representation of the gameplay.
We used AI to create the icons and some textures.
Artwork (character sprites and backgrounds) was created using generative AI (nanobanana). Some BGM tracks were also created using generative AI (ACE-Step). No AI generates content in real-time during gameplay.
Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime.
The game does not use generative AI in its content. Only the logo was created using AI tools.
The content on this Steam Store page was translated using Artificial Intelligence (AI).
This game includes some images and text created with the assistance of generative AI.
wall textures
This game provides an option to use simple icon for enemy & card art, or to use AI generated image for them.
This game uses AI to create assets(in game assets and steam shop) and vibe coding
The store's promotional page uses images generated by Tencent Yuanbao as material.
This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding. Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations.
One developer. AI tools helped with images and text because some things are bigger than one pair of hands. Everything you see reflects my own creative decisions.
A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay.
Some visual assets and marketing materials for Idle Xanxia were created with the assistance of generative AI tools and refined by the developer.
AI is being used to do automated testing and code review. AI and Google Translate were used to generate the initial set of translations. There are currently people working on localization - it is just going to take time. If you would like to help with the localization please see: https://weblate.kuhnflix.app/ (I would appreciate your assistance!)
AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay.
This game uses generative AI only during development to upscale certain videos. No AI-generated content is produced in real time during gameplay.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.
As a solo-indie developer with no budget, sound was provided for the development of the game.
This game includes some pre-generated visual assets created or assisted with generative AI (including certain promotional images on the Steam store page and library). All AI-generated content is static and was reviewed and edited by the development team before release. The game does not generate AI content in real time during gameplay and does not connect to external AI services while playing.
Generative AI was used in the creation of assets and the development of this game.
This game uses AI only for a limited portion of background images and certain artwork in Story Mode.
本游戏的部分美术资源(角色立绘、场景背景)使用了 AI 辅助生成,所有素材均经过人工筛选和调整。游戏运行时不包含实时 AI 生成内容。
The game uses some AI images for placeholder purposes.
Generative AI was used to help create some assets for the store page and game placeholders, such as concept images and promotional visuals. No AI-generated content appears in the final gameplay itself.
The following content is created with generative AI: character portraits, background music, and cover/promo material (hand-made in-game screenshots edited/overpainted with AI-assisted tools). All other content (code, game mechanics, driving physics, 3D assets, sound effects, text, track design, gameplay) is hand-made without AI generation.
Some 2D assets and audio used in the game were created with the assistance of AI tools and later reviewed, edited, and integrated by the developers as part of the final game content.
Generative AI is used in the creation of some in-game assets such as textures.
We have used generative AI tools to assist in the creation of several game assets, including background music (BGM), environment background images, and various UI elements such as icons and store banners. All AI-generated content has been thoroughly reviewed and refined by our development team to ensure high quality and to confirm that it does not contain any illegal or infringing material. The final assets are integrated into the game as static files and are not generated in real-time during gameplay.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely.
AI tools were used during development to help generate select visual assets and concepts. These assets were reviewed, refined, and integrated into the game by the developer to ensure consistency with the overall style and experience.
This game was developed with AI assistance for visual assets, sound effects, localization, and code. All AI-generated content was pre-generated during development and reviewed by the developer. No real-time AI content generation occurs during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Edge3 In-game content text | Generative AI is used as a translation aid for some in-app text and the English localization of the store page.
This application does not include any features that use generative AI. | Takabo Soft | 22 | May 23, 2026 | |
CARGO CRUSH ZERO In-game content artaudio | CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer. | MIKADO WORKS | - | May 23, 2026 | |
Creepy Scary In-game content artaudio | Artificial intelligence was used to create icons and sound effects. | SoerGameStudio | - | May 23, 2026 | |
FindHuman In-game content audio | Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game. | euddonsangja | - | May 23, 2026 | |
Iron Bird In-game content arttext | Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts. | Wonder Road | - | May 23, 2026 | |
Founders Save The World Store/marketing artcode | Used GenAI for the trailer, code, assets. | Sanjay Kumar Rajpoot | - | May 23, 2026 | |
Mentiss: Werewolf - Human vs AI Live AI text | This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools. | jmentiss | - | May 23, 2026 | |
Sphere TD In-game content artaudio | I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art.
A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition.
I also have a no AI assets switch in Settings to toggle off generated content if you prefer. | Standard Issue Games | - | May 23, 2026 | |
Dwarf the Dungeonist In-game content audio | Music and Sounds are mostly generated. | Robert Kortowski | - | May 23, 2026 | |
Terrastone In-game content arttext | This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game. | Polarpaw | - | May 23, 2026 | |
Hide and Shoot In-game content art | The logo and some of the art surrounding the logo on the main menu screen is partly made using Photoshop Generative AI feature. | Eneas Wollbekk-Grande | - | May 23, 2026 | |
Rankbreaker In-game content art | In development and early prototyping, Rankbreaker used some generative art assets. These are being actively replaced with original work created by professional artists, and this transition is already underway.
Current contributions include:
Leonardo Veronesi: Disruptors “Void,” “Raven,” “Recoil,” and character card “Axl Rydell”
Samuele Colombini: Character cards “Bloodthirst,” “Ironjaw,” “Riff the Cat,” and “Stonewhal”
Richard Kessler: Location art “Deadspace,” “Sepulcher,” and “The Arc”
All generative assets are being phased out in favor of fully original artwork as development continues. | RHEND Studios | - | May 23, 2026 | |
PROTOCOL: Zero-day In-game content art | Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day. | CRYPTOS Interactive | - | May 23, 2026 | |
Spa World text | Spa World was developed with AI-assisted tools used during
the development process, including code assistance and
content drafting. All game design, creative direction,
artwork, and final decisions were made by the developer.
The game itself does not use or generate AI content
during gameplay. | Paul Driessen | - | May 23, 2026 | |
AB.Net Store/marketing codeart | All Store images built with a baseline of Genertive AI and heavly modified before upload
Some Code mainly underlying Features are Made With Generative AI | Timothy Hacquebord | - | May 23, 2026 | |
Ultra's Drive Dev only | Like most AAA games, my game was developed with the assistance of Generative AI. | Ultraedge | - | May 23, 2026 | |
Knight Survivor In-game content art | Generative AI was used to create the 2D promotional artwork for the Steam store page (including the capsule images, library assets, and marketing GIFs). The AI generated these marketing assets using screenshots of actual in-game pixel art as a direct reference to ensure an accurate representation of the gameplay. | H1GHP3R | - | May 23, 2026 | |
MAKEN In-game content art | We used AI to create the icons and some textures. | 9E GAMES | - | May 23, 2026 | |
Bow-wow Battle In-game content artaudio | Artwork (character sprites and backgrounds) was created using generative AI (nanobanana). Some BGM tracks were also created using generative AI (ACE-Step). No AI generates content in real-time during gameplay. | M.Katsu | 135 | May 23, 2026 | |
JUMP & MOW In-game content artaudiocode | Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime. | SparklingFishStudio | - | May 23, 2026 | |
ESCAPE THE NEST Store/marketing art | The game does not use generative AI in its content. Only the logo was created using AI tools. | Alice Games | - | May 23, 2026 | |
O-COP In-game content text | The content on this Steam Store page was translated using Artificial Intelligence (AI). | Palm with an L | - | May 23, 2026 | |
House of Anomalies Unclear arttext | This game includes some images and text created with the assistance of generative AI. | MightyCodeDragon | - | May 23, 2026 | |
LowPolygonTeam Unclear | wall textures | Gorson Pitrón | - | May 23, 2026 | |
Friend and foe In-game content art | This game provides an option to use simple icon for enemy & card art, or to use AI generated image for them. | Seven province | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
CrazyLobster Store/marketing art | The store's promotional page uses images generated by Tencent Yuanbao as material. | Shenzhen Yiling Industrial Design Center | - | May 23, 2026 | |
粒子战争 Particle Wars Dev only code | This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding.
Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations. | jizai | - | May 23, 2026 | |
Relic Reaver Dev only arttext | One developer. AI tools helped with images and text because some things are bigger than one pair of hands. Everything you see reflects my own creative decisions. | Collective One | - | May 23, 2026 | |
The King Must Fall In-game content art | A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay. | Cinderleaf Games Studio | - | May 23, 2026 | |
Idle Xanxia Store/marketing art | Some visual assets and marketing materials for Idle Xanxia were created with the assistance of generative AI tools and refined by the developer. | Cezae | 82 | May 23, 2026 | |
SkyChart: Airline Executive In-game content text | AI is being used to do automated testing and code review. AI and Google Translate were used to generate the initial set of translations. There are currently people working on localization - it is just going to take time. If you would like to help with the localization please see: https://weblate.kuhnflix.app/ (I would appreciate your assistance!) | Casey Jones Labs | - | May 23, 2026 | |
The Apostle's Ascent In-game content text | AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay. | CyberSanctum Games | - | May 23, 2026 | |
DarkStone Restoration Dev only art | This game uses generative AI only during development to upscale certain videos. No AI-generated content is produced in real time during gameplay. | Paul Cuisset | 56 | May 23, 2026 | |
Dead Reckoning: The Long Drift In-game content codetext | Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows. | Garan Lorn | 100 | May 23, 2026 | |
Zomdied Dev only audio | As a solo-indie developer with no budget, sound was provided for the development of the game. | BC Gamez | - | May 23, 2026 | |
Centre 18 Store/marketing art | This game includes some pre-generated visual assets created or assisted with generative AI (including certain promotional images on the Steam store page and library).
All AI-generated content is static and was reviewed and edited by the development team before release.
The game does not generate AI content in real time during gameplay and does not connect to external AI services while playing. | Lucas | - | May 23, 2026 | |
Karless Unclear art | Generative AI was used in the creation of assets and the development of this game. | Pagecall | - | May 23, 2026 | |
Project YH In-game content art | This game uses AI only for a limited portion of background images and certain artwork in Story Mode. | Creamel Studio | - | May 23, 2026 | |
团战不能输 In-game content art | 本游戏的部分美术资源(角色立绘、场景背景)使用了 AI 辅助生成,所有素材均经过人工筛选和调整。游戏运行时不包含实时 AI 生成内容。 | 弈人 | - | May 23, 2026 | |
Driftkill: Repurpose Protocol In-game content art | The game uses some AI images for placeholder purposes. | Azluun | - | May 23, 2026 | |
Yuki Jump Store/marketing art | Generative AI was used to help create some assets for the store page and game placeholders, such as concept images and promotional visuals. No AI-generated content appears in the final gameplay itself. | YukiGames | - | May 23, 2026 | |
G-Vora In-game content artaudio | The following content is created with generative AI: character portraits, background music, and cover/promo material (hand-made in-game screenshots edited/overpainted with AI-assisted tools). All other content (code, game mechanics, driving physics, 3D assets, sound effects, text, track design, gameplay) is hand-made without AI generation. | mañana studios | - | May 23, 2026 | |
Medic Simulator: Combat Zone In-game content artaudio | Some 2D assets and audio used in the game were created with the assistance of AI tools and later reviewed, edited, and integrated by the developers as part of the final game content. | Code Lab | - | May 23, 2026 | |
Animal Company In-game content art | Generative AI is used in the creation of some in-game assets such as textures. | Wooster Games | 691 | May 23, 2026 | |
Super Bumpers In-game content audioart | We have used generative AI tools to assist in the creation of several game assets, including background music (BGM), environment background images, and various UI elements such as icons and store banners. All AI-generated content has been thoroughly reviewed and refined by our development team to ensure high quality and to confirm that it does not contain any illegal or infringing material. The final assets are integrated into the game as static files and are not generated in real-time during gameplay. | 77GAME STUDIOS | - | May 23, 2026 | |
Three Kingdoms : Alias In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Plotrick | 333 | May 23, 2026 | |
Recall Rogue In-game content text | Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely. | BramblegateGames | - | May 23, 2026 | |
Community Button In-game content art | AI tools were used during development to help generate select visual assets and concepts. These assets were reviewed, refined, and integrated into the game by the developer to ensure consistency with the overall style and experience. | RecursionSplash | 40 | May 23, 2026 | |
Bulletreign: Survivors In-game content artaudiotextcode | This game was developed with AI assistance for visual assets, sound effects, localization, and code. All AI-generated content was pre-generated during development and reviewed by the developer. No real-time AI content generation occurs during gameplay. | Semih Cagatay | - | May 23, 2026 |