Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations.
- Creator
- Collision Games
- Reviews
- -
- Added
- Oct 10, 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.
Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations.
Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline.
Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay.
The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance.
Generative AI used in the creation of images and coding.
Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service.
Store page capsule art was made with the help of generative AI.
I used generative AI to help me restructure my code and translate the game into other languages.
Some sound effects, music, and artwork were made with the help of AI. All artwork involved human creation or adjustment and processing.
Automated temporary localization files, that can be overrided by mods
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review. While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
3d Assets, Voices, Music
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
Used AI generated UI and Art.
Placeholder clothing and logo.
Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
Some assets in this game were created with the assistance of generative AI tools. All AI-assisted assets were reviewed, edited, and integrated into the game by our team.
AI coding tools have been used to aid development.
This game utilizes art, sounds and code created in part by generative AI.
Atomica's translations into the thirteen languages other than English were made by an AI language model and have not yet been reviewed by native speakers. Much of the game's code and the store text were written with AI assistance. Nothing else is AI-generated. The cell is assembled by ordinary procedural code, not machine learning, from real data: Scripps Research's cellPACK model of Mycoplasma genitalium, protein structures from the Protein Data Bank (PDB), and ligands from the wwPDB Chemical Component Dictionary (CCD). The sounds are synthesized from the cell's real activity, and the store images are in-game screenshots.
Parts of this store page, as well as certain code elements of the game, were created with the assistance of AI tools. These tools helped speed up development and improve clarity, while all creative direction, design choices, and final implementation remain in the hands of the developer.
Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime.
Some artwork and music in the game were created using generative AI. Generative AI was also used to create store and promotional artwork.
Generative AI tools were used to create some of this game's store page and marketing artwork, including images and the logo.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding.
for multilingual support
Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
Generative Artificial Intelligence used to create background graphics and voices.
Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play.
The in game graphics were generated with ai.
It has been used in the page visuals and logo.
Generative AI was used as a development aid for drafting and refining some in-game text, English localization, the game logo, and certain visual design elements. The game does not use generative AI to create content during gameplay.
Some pre-generated branding artwork, icons, menu illustrations and Steam marketing assets were created with assistance from generative AI. The 3D world is generated procedurally by the game code. No generative AI runs during gameplay and the game does not connect to external AI services.
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay.
Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create. Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay.
During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play.
This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI.
Sound effects and voice-overs were created using generative AI tools.
This game uses AI for its store page assets as well as during developing the game.
Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game.
AI created promotional images, cinematic trailer footage and helped translate this store page. No AI content is generated during gameplay. The game does not connect to an external AI service while playing.
3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Love Locks Store/marketing audiotext | Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations. | Collision Games | - | Oct 10, 2026 | |
Mightmancer In-game content art | Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline. | Haphazardly | - | Oct 10, 2026 | |
Catch The Ducks In-game content text | Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay. | Angel Carrillo | - | Oct 10, 2026 | |
BibimBoB In-game content audioart | The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance. | Devnyangyummy | - | Oct 10, 2026 | |
Monster Miner Unclear artcode | Generative AI used in the creation of images and coding. | Jewel Shot Games | - | Oct 10, 2026 | |
Messa Anomaly In-game content art | Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service. | 1,5 Games | - | Oct 10, 2026 | |
Siege of Spellspire Store/marketing art | Store page capsule art was made with the help of generative AI. | Weekend Almond | - | Oct 10, 2026 | |
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
Glass Tanks In-game content artaudio | Some sound effects, music, and artwork were made with the help of AI. All artwork involved human creation or adjustment and processing. | Wutot Games | - | Oct 10, 2026 | |
RailGame In-game content text | Automated temporary localization files, that can be overrided by mods | Levia Labs | - | Oct 10, 2026 | |
Doctrine Strike Live AI art | Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players. | Triple O Games | - | Oct 10, 2026 | |
Sveta In-game content artaudio | 3d Assets, Voices, Music | Uhot | - | Oct 10, 2026 | |
Artificially Stupid In-game content artaudiotext | Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play. | DYVEXAR Studio | - | Oct 10, 2026 | |
Starcore In-game content arttextaudio | Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play. | Eternium Forge Studios | - | Oct 10, 2026 | |
Costume Duel: Girls Arena In-game content art | Used AI generated UI and Art. | 风宇冲 | - | Oct 10, 2026 | |
Chess Pit Unclear | Placeholder clothing and logo. | Gregory Eggathy | - | Oct 10, 2026 | |
Epoch of Dimensions Dev only code | Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer. | Liu Hao | - | Oct 10, 2026 | |
Lobby No. 5 Unclear | Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team. | Nitroyale | - | Oct 10, 2026 | |
MillionCube In-game content artaudiotextcode | Some assets in this game were created with the assistance of generative AI tools. All AI-assisted assets were reviewed, edited, and integrated into the game by our team. | PushForward | - | Oct 10, 2026 | |
The Big Dig Dev only code | AI coding tools have been used to aid development. | henkelmax | - | Oct 10, 2026 | |
Chaos Trigger In-game content artaudiocode | This game utilizes art, sounds and code created in part by generative AI. | Topjimmies | - | Oct 10, 2026 | |
atomica In-game content textcode | Atomica's translations into the thirteen languages other than English were made by an AI language model and have not yet been reviewed by native speakers. Much of the game's code and the store text were written with AI assistance. Nothing else is AI-generated. The cell is assembled by ordinary procedural code, not machine learning, from real data: Scripps Research's cellPACK model of Mycoplasma genitalium, protein structures from the Protein Data Bank (PDB), and ligands from the wwPDB Chemical Component Dictionary (CCD). The sounds are synthesized from the cell's real activity, and the store images are in-game screenshots. | Steven R Ness | 12 | Oct 10, 2026 | |
A Day with Wuki Store/marketing codetext | Parts of this store page, as well as certain code elements of the game, were created with the assistance of AI tools. These tools helped speed up development and improve clarity, while all creative direction, design choices, and final implementation remain in the hands of the developer. | Cravex Games | - | Oct 10, 2026 | |
Goblin Mode: Loot & Lunacy In-game content artcode | Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime. | Boreder | - | Oct 9, 2026 | |
Frog Collector In-game content artaudio | Some artwork and music in the game were created using generative AI. Generative AI was also used to create store and promotional artwork. | TidyMage | - | Oct 9, 2026 | |
Mafia Deck Online Store/marketing art | Generative AI tools were used to create some of this game's store page and marketing artwork, including images and the logo. | Nichita Levandovici | - | Oct 9, 2026 | |
Derelict Division, LLC In-game content artaudio | Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation. | Everbreak Studios, LLC | - | Oct 9, 2026 | |
Banners & Crowns In-game content artaudiotextcode | The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used. | EDOBGames | - | Oct 9, 2026 | |
Parcel Cannon Store/marketing artcode | Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding. | Soda Elephant Studio | - | Oct 9, 2026 | |
Keep on Digging! In-game content text | for multilingual support | Yamu Studios | - | Oct 9, 2026 | |
Maeli Keus In-game content artcode | Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running. | Devoniak Studios | - | Oct 9, 2026 | |
ByeByeObake! In-game content arttextcodeaudio | Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay. | おまど | - | Oct 9, 2026 | |
A Cruise for Murder In-game content artaudio | Generative Artificial Intelligence used to create background graphics and voices. | MICHAEL CHOURDAKIS | - | Oct 9, 2026 | |
IncreGate In-game content arttext | Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play. | STAGE Games | - | Oct 9, 2026 | |
Stompworks In-game content art | The in game graphics were generated with ai. | KRUMB Games | - | Oct 9, 2026 | |
Car Parkour 4 Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 9, 2026 | |
Elevator Button Simulator In-game content textart | Generative AI was used as a development aid for drafting and refining some in-game text, English localization, the game logo, and certain visual design elements. The game does not use generative AI to create content during gameplay. | Facish | - | Oct 9, 2026 | |
Échappée In-game content art | Some pre-generated branding artwork, icons, menu illustrations and Steam marketing assets were created with assistance from generative AI. The 3D world is generated procedurally by the game code. No generative AI runs during gameplay and the game does not connect to external AI services. | Benjamin Dupin | - | Oct 9, 2026 | |
Scrapmiles In-game content arttext | Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay. | Falvey Studios | - | Oct 9, 2026 | |
Slaskescape 2 In-game content audiotextart | AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay. | Slaske Studios | - | Oct 9, 2026 | |
VOXFRAG In-game content textart | AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay. | Gaboo Arts Entertainment | - | Oct 9, 2026 | |
Slay the Tire In-game content artaudiotext | Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay. | Save Point LLC | - | Oct 9, 2026 | |
On Paper In-game content arttext | Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create.
Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay. | Nuclear Kitty Games | - | Oct 9, 2026 | |
DRAFTED Dev only | During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play. | Brady Kearley | - | Oct 9, 2026 | |
Blamcon's Range Day In-game content artcode | This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI. | Chris Patch | - | Oct 9, 2026 | |
City Services In-game content audio | Sound effects and voice-overs were created using generative AI tools. | 84boxes | - | Oct 9, 2026 | |
Grey Havok's Crystal War Store/marketing | This game uses AI for its store page assets as well as during developing the game. | Waffle Street Games | - | Oct 9, 2026 | |
She's Coming Over & My Place is a Dump! In-game content textaudio | Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game. | We Had a Plan | - | Oct 9, 2026 | |
Beadroom In-game content arttext | AI created promotional images, cinematic trailer footage and helped translate this store page. No AI content is generated during gameplay. The game does not connect to an external AI service while playing. | Panda Games VK | - | Oct 9, 2026 | |
Not Another Garbage Simulator In-game content artaudiocode | 3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play. | Score Software LLC | - | Oct 9, 2026 |