Code organization, Canva title screen.
- Creator
- Oracle Algorithms
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Code organization, Canva title screen.
Some localization for languages other than Japanese was initially created using machine translation tools. These translations may be revised or replaced with human translations in future updates. No AI-generated content was used for the game's artwork, audio, or story.
Some of the game's code and graphics were created with the help of artificial intelligence.
ガラケー風フレームの作成にAIを使用しています。
In the development of this game, generative AI has been used to create certain background artworks and item icon images.
The in-game graphics are generated by generative AI.
The game's character portraits and victory screens are AI-generated.
Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay.
AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer.
Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist.
The English localization of this game was developed with the assistance of AI translation tools.
I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI.
Use AI to help with translation
Some translations and BGM 1,2 were created using AI tools and reviewed by the developer.
Some visual, audio, and creative assets in Overcommit may be partially created with the assistance of generative AI tools during the development process. These tools are used to help prototype ideas, generate reference material, or assist in producing certain assets. All generated content is reviewed, edited, and curated by the developer to ensure it fits the game’s artistic style and design. Generative AI is not used to create gameplay dynamically, and it does not interact with player data.
Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process. Also, CC used for creating python scripts used for MIDI music composition. Flux Dev image gen = spell icons. It did not write this message though :)
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue.
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
Translation and some background pictures
Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created. Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also.
AI was used to assist in creating the animation of the open sea, the title screen, and the environment images in the Items tab of the pause menu.
A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality.
AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer.
AI is currently used for translated text.
Some in-game artwork, including game logo, studio logo and final screen, were created using AI image generation tools.
AI-assisted creation of graphics AI-assisted creation of music AI-assisted localization
AI was used only for creating a small number of store page promotional images (capsule and marketing visuals). All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets. No AI is used during gameplay.
The game uses ai for some assets in the game.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor.
AI is used to create some in-game visuals。
AI was used in coding tools, placeholder art, and marketing mockups.
Some code sections were generated using AI. We've used AI-generated images for our store page graphic assets. ※The in-game images were not created using AI.
All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer.
This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese.
Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
Generative AI (LLMs and Image Generation AI) was used in the following development processes: Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.). Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI.
All art is hand drawn by the developer. All creative direction, original writing, and final dialogue are by the developer. AI tools were used during the writing process as an editorial partner reviewing drafts for continuity, character voice consistency, and story structure.
We are using AI to create feature phone-style frames.
Generative AI has been used to assist in developing this game.
Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer. Live-Generated: None.
In-game text translation Promotional images for the store page Initial concept drafts and references for in-game artwork
AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license.
Assisted with coding and created images for sprites and achievements.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI
The steam shop page features some language translations that were generated with the help of DeepL. The game itself does not use any AI generated translations or any other AI generated assets or code.
Generative AI was used to create the code for the intelligent agents that are the main character's enemies.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mythic Manager Dev only | Code organization, Canva title screen. | Oracle Algorithms | - | May 23, 2026 | |
Yuremizu: Hold It Through the Shift In-game content text | Some localization for languages other than Japanese was initially created using machine translation tools.
These translations may be revised or replaced with human translations in future updates.
No AI-generated content was used for the game's artwork, audio, or story. | Yaminato Aoi | 31 | May 23, 2026 | |
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Revenger3 Store/marketing art | ガラケー風フレームの作成にAIを使用しています。 | nazenaninadesico | - | May 23, 2026 | |
Dunjourney In-game content art | In the development of this game, generative AI has been used to create certain background artworks and item icon images. | MotiyaGames | - | May 23, 2026 | |
CastleArena In-game content art | The in-game graphics are generated by generative AI. | MysticWave | - | May 23, 2026 | |
ROGUELIKE CARD GAME:BUSINESS EMPIRE In-game content art | The game's character portraits and victory screens are AI-generated. | COO Studio | - | May 23, 2026 | |
Creature Feature In-game content artaudio | Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay. | Rocky Forge Studios | - | May 23, 2026 | |
Chessillo In-game content audioart | AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer. | DRV | - | May 23, 2026 | |
ゼロからはじめるむらづくり In-game content art | Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist. | Shukichi Studio | - | May 23, 2026 | |
SAMURAI CLICKER Infinite Build Mastery In-game content text | The English localization of this game was developed with the assistance of AI translation tools. | Hirameki BigBang | - | May 23, 2026 | |
Kuessaria In-game content arttextaudiocode | I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI. | Kuess | - | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
Tiny Slime Farm In-game content textaudio | Some translations and BGM 1,2 were created using AI tools and reviewed by the developer. | Chocolate Soft | 16 | May 23, 2026 | |
Overcommit: Class Inheritance In-game content artaudiotext | Some visual, audio, and creative assets in Overcommit may be partially created with the assistance of generative AI tools during the development process.
These tools are used to help prototype ideas, generate reference material, or assist in producing certain assets. All generated content is reviewed, edited, and curated by the developer to ensure it fits the game’s artistic style and design.
Generative AI is not used to create gameplay dynamically, and it does not interact with player data. | Beaver Commando Games | - | May 23, 2026 | |
Carved in Stone: Arena In-game content codeartaudio | Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process.
Also, CC used for creating python scripts used for MIDI music composition.
Flux Dev image gen = spell icons.
It did not write this message though :) | Hardrock Tech | - | May 23, 2026 | |
FTS: Frontline Tank Survivor In-game content artaudiocode | Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer. | Rookie 7 Studio | - | May 23, 2026 | |
El Cipitío: Las Leyendas Cuscatlecas In-game content artaudiotextcode | Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue. | ILLUSION GAMES | - | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Pointer Manual In-game content textart | Translation and some background pictures | 川月瑰奇 | - | May 23, 2026 | |
Alchemy Survivors Live AI arttext | Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created.
Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also. | Andrew Brown | 19 | May 23, 2026 | |
Ziii In-game content art | AI was used to assist in creating the animation of the open sea, the title screen, and the environment images in the Items tab of the pause menu. | Foil Games | - | May 23, 2026 | |
The Outcast Bloom In-game content art | A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality. | SteelSnakes Studios | - | May 23, 2026 | |
Vested In-game content text | AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer. | Paper Wasp Games | - | May 23, 2026 | |
ワンダーランドに帰らないで In-game content text | AI is currently used for translated text. | Krachware | - | May 23, 2026 | |
Dispel Dark In-game content art | Some in-game artwork, including game logo, studio logo and final screen, were created using AI image generation tools. | Cronostase | - | May 23, 2026 | |
RINO RUSH In-game content artaudiotext | AI-assisted creation of graphics
AI-assisted creation of music
AI-assisted localization | AHU Entertainment | 46 | May 23, 2026 | |
Farewell to my Playground In-game content art | AI was used only for creating a small number of store page promotional images (capsule and marketing visuals).
All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets.
No AI is used during gameplay. | Sloped Armour Games | - | May 23, 2026 | |
SlidefyingBadaBoom Penguin through a Slipstream: Rise of the Penguins 3 In-game content | The game uses ai for some assets in the game. | Bill Woo | - | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
Stan the Dumpling Store/marketing art | The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor. | Roland Földes | - | May 23, 2026 | |
Core Defense 2099 In-game content art | AI is used to create some in-game visuals。 | Core Volume Engine | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
Zombie Survivors - last soldier - Store/marketing codeart | Some code sections were generated using AI.
We've used AI-generated images for our store page graphic assets.
※The in-game images were not created using AI. | SweetsEnjoyer | - | May 23, 2026 | |
Iron Resolution In-game content art | All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer. | Harish Games Official | - | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
Super Station Swarm In-game content audio | Primary audio soundtrack developed with Suno. Some effects using elevenlabs. | Alan OSullivan | - | May 23, 2026 | |
HOLER! In-game content textart | Generative AI (LLMs and Image Generation AI) was used in the following development processes:
Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.).
Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI. | TANAKA TARO | - | May 23, 2026 | |
The Adventures Of Hooman In-game content text | All art is hand drawn by the developer.
All creative direction, original writing, and final dialogue are by the developer.
AI tools were used during the writing process as an editorial partner reviewing drafts for continuity, character voice consistency, and story structure. | Panda Blade Software | - | May 23, 2026 | |
Revenger2 In-game content art | We are using AI to create feature phone-style frames. | nazenaninadesico | - | May 23, 2026 | |
Liten RPG Dev only | Generative AI has been used to assist in developing this game. | Kexon | - | May 23, 2026 | |
SpaceFighter - The bullet hell In-game content artcode | Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer.
Live-Generated: None. | Michał JARO Jarosiński | - | May 23, 2026 | |
FileTowerDefence In-game content textart | In-game text translation
Promotional images for the store page
Initial concept drafts and references for in-game artwork | StudioYun | - | May 23, 2026 | |
Better Luck Next Run In-game content textcode | AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license. | Bare Minimum Media Inc. | - | May 23, 2026 | |
Line Go Up In-game content artcode | Assisted with coding and created images for sprites and achievements. | Jerzyn Games | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
Sopwith In-game content art | Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI | Lemoine Yann | 19 | May 23, 2026 | |
My Necromancer's Library In-game content text | The steam shop page features some language translations that were generated with the help of DeepL.
The game itself does not use any AI generated translations or any other AI generated assets or code. | Obscure Gods | - | May 23, 2026 | |
Ignition Conscious In-game content code | Generative AI was used to create the code for the intelligent agents that are the main character's enemies. | Rafael Luiz dos Santos (Flaera) | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 |