We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.
- Creator
- BlueBlackSnake
- Reviews
- -
- Added
- Sep 25, 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.
We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.
AI assisted for Portraits.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
The content and features of this game were created with the help of AI.
Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay.
このゲームはプログラミング、グラフィックを
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
The assets on the store page are created with AI assistance.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English. The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets.
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon.
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content.
Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI.
仅仅使用AI来协助制造宣传素材
AI-assisted tools were used in the enhancement of the game’s music.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work. Live-generated content: none. The game does not generate any content with AI while it is running.
Some of the graphics were inspired from AI references
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
AI Generated Content Disclosure Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development: Visuals & Art: Title artwork, in-game graphic assets. Audio: Background music (BGM) and sound effects (SFX). Code: Generative AI was used to assist in writing parts of the code.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
- This game contains certain ai generated backgrounds. - Some of the game's code was Ai-assisted.
We want to be transparent about our use of AI. AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources. We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
Using AI for localization translation
AI image generation was used to create the logo, library assets and achievement assets for the game.
The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game.
Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game.
Most of Stackade's code was written with generative AI coding tools, working to the developer's direction. Everything you see on the board is drawn by that code; the game contains no AI-generated images. The ten translations besides English were produced with AI. Parts of this store page, its marketing images and its trailer were also made with AI assistance. The sound effects and music are recordings made by people and are credited in the game. Nothing is generated by AI while you play, and the game never connects to an AI service.
Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus. I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
Helped create base assets from generative AI. Base assets are then edited, remixed, reworked or replaced to increase dev speed.
We conducted game testing with AI bots and fine-tuned the balance. TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay.
Game contains localization into multiple languages assisted by generative AI.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where: - Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review. - Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer. - Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer. - Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs. - Sound effects were sourced from Freesound and Kenney's sound packs. - Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself. No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Artificial Intelligence was used in the programming process and creation of Steam store assets.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MISPLACED In-game content text | We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game. | BlueBlackSnake | - | Sep 25, 2026 | |
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
PROF-MAN In-game content artaudio | PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay. | Prof's Arcade | - | Sep 24, 2026 | |
The Last Encore In-game content art | Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service. | ArenoLabs | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
Retro Mix 8: Arcade Collection In-game content arttext | Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay. | Dylan Lee | - | Sep 24, 2026 | |
Is This Reversi? Unclear artcode | このゲームはプログラミング、グラフィックを | 創造神司-souzousinzi- | - | Sep 24, 2026 | |
Aventureiro 95 In-game content artaudiotext | Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play. | STREAM ON | - | Sep 22, 2026 | |
江湖沉默 Store/marketing art | The assets on the store page are created with AI assistance. | 江湖沉默 | - | Sep 22, 2026 | |
Winds of Discovery In-game content art | Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers). | Leo Rising Games | - | Sep 22, 2026 | |
Mimicry Kingdom In-game content artaudiotextcode | Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English. | Jloo | - | Sep 22, 2026 | |
Border Control Together In-game content art | Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets. | Peaky Play | - | Sep 22, 2026 | |
The Arcade In-game content art | Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content) | Colourplay Games | - | Sep 22, 2026 | |
Framework Zero: Terminal Panic In-game content art | Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon. | Big Dumb Fun Games | - | Sep 22, 2026 | |
THE BOY'S WORD In-game content art | Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author. | featherbyte | - | Sep 22, 2026 | |
One More Ball In-game content artaudio | Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content. | Wavebreak Studio | - | Sep 21, 2026 | |
LUMESPROUT In-game content arttextcode | Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI. | Dev Dot | - | Sep 21, 2026 | |
至尊传奇之终极必杀 Store/marketing art | 仅仅使用AI来协助制造宣传素材 | 至尊传奇之终极必杀 | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
The Omega Strain Store/marketing art | Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release. | Coincidence of Imagina | - | Sep 21, 2026 | |
Ghosts and Monsters In-game content art | Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer. | Michel Marcoux | - | Sep 20, 2026 | |
Ecos de Valdrenne In-game content artaudiocode | Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work.
Live-generated content: none. The game does not generate any content with AI while it is running. | Manuel Manzano | - | Sep 19, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
WRITE HOUSE In-game content artaudiocode | AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code. | Studio Writehouse | - | Sep 19, 2026 | |
Catkin Hollow: The Moonbell Mystery In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running. | MrAgent | - | Sep 19, 2026 | |
Highside Challenge In-game content artaudio | Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay. | codeGamepad | - | Sep 19, 2026 | |
Infinite Heroes In-game content artcode | - This game contains certain ai generated backgrounds.
- Some of the game's code was Ai-assisted. | RetroCult | - | Sep 19, 2026 | |
Game Keeper: Somebody Messed Up My Shop! In-game content artaudio | We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process. | VeinStudios | - | Sep 19, 2026 | |
星月大陆:放置帝国 In-game content art | Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision | yeshaojia | - | Sep 19, 2026 | |
聊斋恋:婴宁 In-game content text | Using AI for localization translation | 夜火游戏(Night Fire Game) | - | Sep 19, 2026 | |
Xenmega In-game content art | AI image generation was used to create the logo, library assets and achievement assets for the game. | iMWCode Gaming | - | Sep 19, 2026 | |
Project Remnant In-game content artaudio | The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game. | Retro Head Game Studio | - | Sep 19, 2026 | |
ARCASCIAN Dev only code | Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game. | Piledriver Playhouse | - | Sep 19, 2026 | |
Stackade In-game content codetext | Most of Stackade's code was written with generative AI coding tools, working to the developer's direction. Everything you see on the board is drawn by that code; the game contains no AI-generated images. The ten translations besides English were produced with AI. Parts of this store page, its marketing images and its trailer were also made with AI assistance. The sound effects and music are recordings made by people and are credited in the game. Nothing is generated by AI while you play, and the game never connects to an AI service. | Game Bistro | - | Sep 19, 2026 | |
Puzzle Arcade Pals In-game content art | Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Sep 19, 2026 | |
Rollamon In-game content art | Helped create base assets from generative AI.
Base assets are then edited, remixed, reworked or replaced to increase dev speed. | Happy Horns | - | Sep 18, 2026 | |
TIC.EXE Dev only | We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime. | RedRock Games | - | Sep 18, 2026 | |
Cow's Heart In-game content artaudiotext | Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay. | Chuongcc | - | Sep 18, 2026 | |
BugPot In-game content text | Game contains localization into multiple languages assisted by generative AI. | ArcaneEdge | - | Sep 18, 2026 | |
Break Even:The Grind In-game content artaudiotextcode | Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service. | Testudo Forge LLC | - | Sep 18, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
Salvage Inc In-game content artaudio | Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements. | Hyper Mode | - | Sep 18, 2026 | |
Wickwood In-game content textaudiocode | Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service. | Renderville Games | - | Sep 18, 2026 | |
TamaWhere In-game content art | Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style | David Kalil Braga | - | Sep 18, 2026 | |
Podium '80 In-game content artaudiocode | Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer. | Mebobox Ltd | - | Sep 18, 2026 | |
Minefield Mayhem Store/marketing codeart | Artificial Intelligence was used in the programming process and creation of Steam store assets. | David Allendorfer | - | Sep 18, 2026 | |
King's Descent Store/marketing artcode | No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality. | Stoneshift Games | - | Sep 18, 2026 |