Machine translation programs have been used for translations into the various languages, except for Spanish and English.
- Creator
- Tortita Studio
- Reviews
- -
- Added
- Sep 21, 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.
Machine translation programs have been used for translations into the various languages, except for Spanish and English.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and finalized by our development team. This applies to portions of the 2D artwork, such as UI elements, decorative frames, backgrounds, and illustrations, as well as some localized text. All AI-assisted content was pre-generated during development. The live-action video footage features real actors filmed by our production team, and no content is generated by AI during gameplay.
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay.
Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service.
我们使用了AI生成美术资产。剧情无任何AI生成内容。
English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance.
Some assets is generated with the help of generative AI as well as the translations.
This game includes assets created with generative AI. Artists are working to replace generated content.
The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play.
We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style.
AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands.
Some images and character audio content were produced using AI.
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.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated. The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used. Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used. Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review. Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer. No AI runs while the game is being played.
Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay.
Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made.
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.
Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page. These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue.
Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Some of the icons and UI assets in the game are created with the assistance of AI tools.
Translations were made with the help of AI tools and reviewed.
Used for sound, translation, and some icons
Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay.
The game used generative AI in the models and UI design
"The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page."
The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music.
The music for this game has been created with AI through serious prompting and critical listening. Want to donate your own electric swing music to this game? Contact us on Discord :)
Generative AI was used for some in-game textures, localization, and translation.
Some pre-generated assets in this game (certain artwork/icons/sound effects) were created with the assistance of AI tools and then reviewed and edited by the developer. No content is generated by AI at runtime.
All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro). **No AI-generated images are used in the game.** **The only remaining use of AI in the game is for localization and translations.** As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions.
AI-assisted tools were used in the enhancement of the game’s music.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images. No AI runs while you play. All content is fixed at release.
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
Character illustrations and 3D models in this game were created using generative AI.
Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production.
AI translation tools were used to assist with localization from English to other languages. The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
Generative AI was used during development to assist with localization.
Generative AI was used for most in-game voice lines and sound effects, and for some 3D props.
Some of the artwork in this game was created with the assistance of AI tools.
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.
This game contains AI generated art code and text.
AI is used to create the initial draft translations for the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Looterkeeper: Tidy up the loot In-game content text | Machine translation programs have been used for translations into the various languages, except for Spanish and English. | Tortita Studio | - | Sep 21, 2026 | |
The 3AM Convenience Store In-game content arttext | Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and finalized by our development team. This applies to portions of the 2D artwork, such as UI elements, decorative frames, backgrounds, and illustrations, as well as some localized text. All AI-assisted content was pre-generated during development. The live-action video footage features real actors filmed by our production team, and no content is generated by AI during gameplay. | SKYPLUS | - | Sep 21, 2026 | |
AfterRoach In-game content art | Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game. | Gavlt | - | Sep 21, 2026 | |
Bressnath In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 21, 2026 | |
The Demon Lurking in Osaka Castle – Episode 1 In-game content arttextcode | Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay. | Osaka Games | - | Sep 21, 2026 | |
CURSORLOOM In-game content arttext | Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service. | Secret X | - | Sep 21, 2026 | |
水浒:无限江山 In-game content art | 我们使用了AI生成美术资产。剧情无任何AI生成内容。 | 梁山工作室 | - | Sep 21, 2026 | |
A Little Robot's Journey In-game content text | English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance. | Teliha, inc | - | Sep 21, 2026 | |
MORTISCRIPT: Undead Auto Battler In-game content arttext | Some assets is generated with the help of generative AI as well as the translations. | Paper Falcon Games | - | Sep 21, 2026 | |
Finsanity In-game content art | This game includes assets created with generative AI. Artists are working to replace generated content. | Brutus | - | Sep 21, 2026 | |
Myriad Gambit In-game content arttext | The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play. | 李斯成 | - | Sep 21, 2026 | |
HOLD THE COOP! In-game content artaudiotext | We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style. | Tiny Pause | - | Sep 21, 2026 | |
Want a Bomb? In-game content arttext | AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands. | humbledbag | - | Sep 21, 2026 | |
Casino Owner In-game content artaudio | Some images and character audio content were produced using AI. | AKD Studios LLC | - | Sep 21, 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 | |
Ammerow: Lands Beyond In-game content audioarttext | The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played. | John Horton | - | Sep 21, 2026 | |
KAEBON In-game content artaudiotext | Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay. | Plozila | - | Sep 21, 2026 | |
Beyond Realm In-game content artaudiotext | Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made. | Power Spike | - | 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 | |
7 days in a little world In-game content artaudiotext | Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page.
These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue. | kumashin | - | Sep 21, 2026 | |
灵兽问道-MythicalBeast In-game content arttext | Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services. | huabo huang | - | Sep 21, 2026 | |
Eat the Sky In-game content art | Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original. | Parahyba Games | - | Sep 21, 2026 | |
De Potrero In-game content textart | The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play. | Realoid Games | - | Sep 21, 2026 | |
RunGun Riot In-game content artaudio | Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay. | Forbidden Fruit Productions | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
Room Movers In-game content text | Translations were made with the help of AI tools and reviewed. | Ozy Cozy Games | - | Sep 21, 2026 | |
Meteors Are Art In-game content audiotextart | Used for sound, translation, and some icons | BaboQuest | - | Sep 21, 2026 | |
Mutiny Island 2: The Pirate's Court In-game content artaudio | Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay. | Elushis | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 | |
ROLY In-game content art | "The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page." | Frederico Dos Santos Lima | - | Sep 21, 2026 | |
Word Link In-game content text | The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music. | Brain Boost Ninja | - | Sep 21, 2026 | |
OFF you GO! In-game content audio | The music for this game has been created with AI through serious prompting and critical listening.
Want to donate your own electric swing music to this game? Contact us on Discord :) | Kasper Fischer Topp | - | Sep 21, 2026 | |
Alchemist's Books: Sorting the Old Alchemist's Storage In-game content arttext | Generative AI was used for some in-game textures, localization, and translation. | ZeroSeven | - | Sep 21, 2026 | |
Starhold: Last Light In-game content artaudio | Some pre-generated assets in this game (certain artwork/icons/sound effects) were created with the assistance of AI tools and then reviewed and edited by the developer. No content is generated by AI at runtime. | rgyrg | - | Sep 21, 2026 | |
INCREMINER In-game content text | All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro).
**No AI-generated images are used in the game.**
**The only remaining use of AI in the game is for localization and translations.**
As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions. | AlbertFreeman | - | 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 | |
Archives of Disorder - Pasture Without Light In-game content artaudiotext | The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release. | Vison | - | Sep 21, 2026 | |
Westward Dash In-game content artaudiotextcode | All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation. | Mars Paladin | - | Sep 21, 2026 | |
Touhou: BlackEight In-game content art | Character illustrations and 3D models in this game were created using generative AI. | OBORO | - | Sep 21, 2026 | |
Core Assembly In-game content arttext | Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production. | newcovid | - | Sep 21, 2026 | |
The Well Kept In-game content text | AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials. | Redfar | - | Sep 21, 2026 | |
Obey the Beat In-game content audioart | The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons. | Bekho Team | - | Sep 21, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
Garden Cleanup Simulator In-game content text | Generative AI was used during development to assist with localization. | Luket | - | Sep 20, 2026 | |
Tutorial Hell In-game content audioart | Generative AI was used for most in-game voice lines and sound effects, and for some 3D props. | Alfamonk | - | Sep 20, 2026 | |
Horde is Coming In-game content art | Some of the artwork in this game was created with the assistance of AI tools. | NeuroCore Studios | - | Sep 20, 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 | |
LUCID.SYS In-game content artcodetext | This game contains AI generated art code and text. | Fabulous Rose | - | Sep 20, 2026 | |
Touhou Crawl In-game content text | AI is used to create the initial draft translations for the game. | joy1999 | 74 | Sep 20, 2026 |