- Background Music
- Creator
- FoolishMe Studios
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 26,517 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.
- Background Music
The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay.
This game uses AI-generated art and other assets.
Some visual assets and promotional materials for this game were created with the assistance of generative AI and were reviewed, edited, and integrated by the developer. The game does not use live AI generation during gameplay.
Some visual assets and promotional materials for this game were created with the assistance of generative AI and were reviewed, edited, and integrated by the developer. The game does not use live AI generation during gameplay.
Machine translation tools were used to assist with localization for languages other than Korean and English.
BROKEN CHORD uses generative AI in the creation of selected music and visual assets used in the game and its presentation. AI-generated material is curated, edited, and integrated into the game’s overall artistic and audiovisual direction by the developer.
Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game. Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game.
Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay.
The art, some of the music and the in-game text were made with AI tools during development, then selected and edited by the developer. Nothing is generated by AI while you play.
Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play.
ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis.
Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material.
Some assets and promotional materials for No Map Home were created with help from generative AI tools. I personally reviewed, refined, and integrated all AI-generated content to make sure it fits the game’s visual style and my creative vision for it.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI. All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay.
Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards.
Some of the store capsule and key art was created with AI image generation tools and then edited by our team.
·AI-assisted bug fixes ·AI-assisted creation of some art assets ·AI-generated promotional assets
AI tools were used for some voice lines, some 3D props, and some textures.
The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services.
Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing.
AI Disclosure: Environment & Art: 20% AI-assisted — used for fixing minor 3D model anomalies and supplementing certain Unity assets. Programming: 50% AI-assisted — used alongside custom coding to assist with code refactoring and feature development. Music: 100% generated using SUNO AI. Sound Effects: 20% generated via AI, with the majority sourced from licensed SFX libraries. UI & User Interaction: 50% AI-assisted, 50% Unity Assets.
The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play.
本游戏的 Steam 资源图片使用生成式人工智能制作。最终使用的图片均由开发者审核并选定。
Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration.
Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play.
A small amount of text, images, and multilingual content used AI assistance.
Generative AI was used to assist in creating some promotional artwork for the Steam store page. No AI-generated content is created during gameplay.
One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play.
Text has been embellished with AI and translations are also AI.
The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development.
Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer.
Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint.
Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Simply A Button general | - Background Music | FoolishMe Studios | - | Oct 10, 2026 | |
インクリ米ンタル In-game content artaudio | The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played. | Masagomi Studio | - | Oct 10, 2026 | |
Deadshift In-game content art | Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, concept artwork, UI elements, promotional/store-page materials, and development content. All generated content is reviewed and curated before inclusion in the game. The game does not currently generate AI content live during gameplay. | InbredJesus | - | Oct 10, 2026 | |
Tiny Tavern In-game content art | This game uses AI-generated art and other assets. | VAFORT | - | Oct 10, 2026 | |
123 Halloween Early Learning Games for Kids, Toddlers, Babies 1+ Store/marketing art | Some visual assets and promotional materials for this game were created with the assistance of generative AI and were reviewed, edited, and integrated by the developer. The game does not use live AI generation during gameplay. | McPeppergames | - | Oct 10, 2026 | |
123 Early Learning Halloween Games for Kids, Toddlers, Babies Store/marketing art | Some visual assets and promotional materials for this game were created with the assistance of generative AI and were reviewed, edited, and integrated by the developer. The game does not use live AI generation during gameplay. | McPeppergames | - | Oct 10, 2026 | |
Cherry Pick In-game content text | Machine translation tools were used to assist with localization for languages other than Korean and English. | Havenarc | - | Oct 10, 2026 | |
BROKEN CHORD In-game content artaudio | BROKEN CHORD uses generative AI in the creation of selected music and visual assets used in the game and its presentation. AI-generated material is curated, edited, and integrated into the game’s overall artistic and audiovisual direction by the developer. | ilkerrbr | - | Oct 10, 2026 | |
Queen's Pact In-game content artaudio | Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game.
Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game. | Basalt Breach | - | Oct 10, 2026 | |
Swat Mosquito: Sleepless Nights In-game content arttext | Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay. | EXP Games | - | Oct 10, 2026 | |
Die Casting Together In-game content artaudiotext | The art, some of the music and the in-game text were made with AI tools during development, then selected and edited by the developer. Nothing is generated by AI while you play. | KANTH Games | - | Oct 10, 2026 | |
Spherion In-game content art | Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play. | DPとーやま | - | Oct 10, 2026 | |
ENROQUIA In-game content audioarttext | ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis. | NORBILANDIA | - | Oct 10, 2026 | |
Keep It Trolling: Fantasy Edition In-game content art | Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material. | Nicholas Pace | - | Oct 10, 2026 | |
No Map Home Store/marketing art | Some assets and promotional materials for No Map Home were created with help from generative AI tools. I personally reviewed, refined, and integrated all AI-generated content to make sure it fits the game’s visual style and my creative vision for it. | Olav Botterli | - | Oct 10, 2026 | |
Just bury! Store/marketing art | Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay. | Chamchi Gimbap Games | - | Oct 10, 2026 | |
TRIGGER DRAW In-game content arttextcode | Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI.
All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay. | MAgaming | - | Oct 10, 2026 | |
배달 시뮬레이터: 판교역 In-game content arttext | Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards. | Works On My PC Studio | - | Oct 10, 2026 | |
DEFY Store/marketing art | Some of the store capsule and key art was created with AI image generation tools and then edited by our team. | The Real Z Studios | - | Oct 10, 2026 | |
猫咪之家 CatHome In-game content art | ·AI-assisted bug fixes
·AI-assisted creation of some art assets
·AI-generated promotional assets | PotS | - | Oct 10, 2026 | |
EVICTIO In-game content audioart | AI tools were used for some voice lines, some 3D props, and some textures. | BD Interactive Studios | - | Oct 10, 2026 | |
SWIMSUIT ZOMBIES Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images. | CIVILIUS | - | Oct 10, 2026 | |
Malibu Club: Cocktail Bar Simulator In-game content arttext | Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play. | LasGen Interactive | - | Oct 10, 2026 | |
Sunlit Suites Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Sunlit Suites Studio | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
MATO-STICK In-game content artaudiotext | Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services. | Veyr Works | - | Oct 10, 2026 | |
Halloween 3D Store/marketing arttext | Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing. | jmApp | - | Oct 10, 2026 | |
Escape From Necromaze In-game content artcodeaudiotext | AI Disclosure:
Environment & Art: 20% AI-assisted — used for fixing minor 3D model anomalies and supplementing certain Unity assets.
Programming: 50% AI-assisted — used alongside custom coding to assist with code refactoring and feature development.
Music: 100% generated using SUNO AI.
Sound Effects: 20% generated via AI, with the majority sourced from licensed SFX libraries.
UI & User Interaction: 50% AI-assisted, 50% Unity Assets. | Unwilling Studio | - | Oct 10, 2026 | |
Simply Padel In-game content text | The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play. | Avzilabs | - | Oct 10, 2026 | |
地牢冒险队 Store/marketing art | 本游戏的 Steam 资源图片使用生成式人工智能制作。最终使用的图片均由开发者审核并选定。 | consai | - | Oct 10, 2026 | |
Call Me, Liar In-game content audioarttextcode | Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play. | MrLkn | - | Oct 10, 2026 | |
Music Empire Tycoon In-game content art | AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items. | KokoGames | - | Oct 10, 2026 | |
Carrer Manager 27 In-game content art | As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience. | Turn Games | - | Oct 10, 2026 | |
History Experience: Rome In-game content audio | As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration. | BlackBird Studios | - | Oct 10, 2026 | |
Plinko Squad In-game content arttext | Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Natural Nomad | - | Oct 10, 2026 | |
Very Tasty Story Live AI text | This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience. | 202b | - | Oct 10, 2026 | |
Airport Land: Air Traffic Control In-game content artaudio | Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text. | Safafish | - | Oct 10, 2026 | |
Eclipse Conquest In-game content artaudio | Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay. | NoxFern Games | - | Oct 10, 2026 | |
Follow Suit In-game content artcode | AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs. | Follow Suit | - | Oct 10, 2026 | |
Emberquiver Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Emberquiver Studio | - | Oct 10, 2026 | |
Pongzi Scheme In-game content textart | Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service. | IndieOffshore | - | Oct 10, 2026 | |
Put the Ball in the Hole In-game content textart | Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play. | Uggly Game Studios | - | Oct 10, 2026 | |
Desktop Farm In-game content arttext | A small amount of text, images, and multilingual content used AI assistance. | CXCY | - | Oct 10, 2026 | |
Abduct & Destroy Store/marketing art | Generative AI was used to assist in creating some promotional artwork for the Steam store page. No AI-generated content is created during gameplay. | Studio Soup | - | Oct 10, 2026 | |
Lightkeeper: Frozen Bay In-game content art | One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play. | Anton Antipov | - | Oct 10, 2026 | |
Chartward In-game content text | Text has been embellished with AI and translations are also AI. | Golden Calf Games | - | Oct 10, 2026 | |
Relicbearer TD In-game content art | The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development. | Coultergeistgames | - | Oct 10, 2026 | |
Estación Libertad In-game content audio | Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer. | Sebastián Barra | - | Oct 10, 2026 | |
His Big Bull Live AI arttext | Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint. | Ulysses | - | Oct 10, 2026 | |
Hoard In-game content art | Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play. | Radikate | - | Oct 10, 2026 |