AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
- Creator
- sgthale
- Reviews
- -
- Added
- Sep 12, 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.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release.
This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets.
Some of the image assets were generated using AI.
The music and some of the images are created using artificial intelligence. The source code was created with the support of artificial intelligence.
Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay.
Some placeholder art, music and sound effects were AI generated
static visuals and code fixes for scripts.
Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses AI-assisted tools during the development process to support the solo developer's workflow: - 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself. - Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators. No real-time (live-generated) AI is used during runtime.
이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다.
游戏素材由AI生成!
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
Some of this game's assets and content were created with the help of generative AI tools during development. This includes certain graphical assets (such as store and marketing art and athlete portraits) and was also used to help generate and populate in-game content such as races, athletes and equipment. All AI-assisted content is created during development, reviewed and curated by the developer, and ships as fixed, pre-made content — the game does not generate any content with AI in real time, and does not connect to any AI service during play.
Generative AI tools were used during the development of MINTHAVEN to assist with creating and iterating visual assets, including concept art and card artwork. AI-generated content is reviewed, edited, and integrated by the development team. No generative AI content is created in real time during gameplay.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete.
Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install. Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by. Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time.
- Used generative AI to adjust the game program - Used generative AI to create art assets - Used generative AI to generate background music
Generative AI tools helped create and refine some concept art, and marketing images for this game. The game does not generate new AI content while you play.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation).
We use AI to generate interactive videos in the game.
Some store page and marketing artwork (including capsule images) was created with generative AI tools. Gameplay, trailers, and screenshots are captured from the game itself. The game does not use generative AI during play and does not connect to external AI services.
Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game.
The voice acting of President Grump, the game's fictional parody character, is pre-generated with AI voice generation tools. The shipped game does not generate any content with AI while you play.
Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running.
Generative AI was used to assist in the creation of some visual and audio assets.
Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
AI was used to assist with the translation of the game's text into supported languages. No generative AI was used to create the game's art, music, or other game content.
Anomaly profile image
This game was created by a solo developer. During development, generative AI was used to assist with some artwork, store promotional images, localized text, and narrative materials. While the game is running, it connects to external AI services to dynamically generate Froggy’s dialogue, travel letters, postcard images, and parts of its travel stories based on player conversations, character memories, real-world weather, and current travel status. Generated content may vary depending on player input and service availability.
Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs.
Some UI designs in the game are generated using AI
The game does not contain AI-generated content. AI-generated content is used just for Steam Images
Some 2D art assets in this game, such as menu backgrounds, UI icons and character illustrations, were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by our team before being included in the game. No content is generated by AI while the game is running. Game code, design and text were created by humans.
This game features generative artificial intelligence was used to generate artwork and images.
Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created.
Some images in this game are generated using artificial intelligence. AI tools were used to enhance visual effects and create unique scenes, carefully aligned with the game's art style.
本作在开发阶段使用了生成式 AI 辅助制作以下内容:美术(场景与背景、卡面插画、角色头像、界面位图、物品图标等游戏与商店页中的图像素材)由 AI 生成母图、经开发者逐项筛选、修复、裁切与组装后定稿;游戏内文本(事件与叙事文案)由开发者设计框架、AI 辅助起草、逐条经人工审查修改后定稿。游戏运行过程中不会实时生成任何 AI 内容,也不会连接任何 AI 服务。核心玩法、世界设定、事件结构与全部最终内容取舍均由开发者完成。
Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer.
Some pre-generated assets were created with the assistance of generative AI. No generative AI is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
喂饭人 In-game content text | AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release. | Nanyang Wancheng District Nadouzhong Game Development Co., Ltd. | - | Sep 12, 2026 | |
Verdreamia Unclear artaudiotextcode | This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy. | AtomicBorg Inc. | - | Sep 12, 2026 | |
Animal Cozy Corner Shop In-game content arttext | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets. | ZT-Studio | - | Sep 12, 2026 | |
BBQ Rush In-game content art | Some of the image assets were generated using AI. | Beijing Yanbei Mingchuan Technology Center | - | Sep 12, 2026 | |
Woman Simulator In-game content artaudio | The music and some of the images are created using artificial intelligence. The source code was created with the support of artificial intelligence. | Sebasa Games | - | Sep 11, 2026 | |
Investors Paradise Dev only artcode | Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt. | Katzogames | - | Sep 10, 2026 | |
Oda's Ordinary Lives In-game content art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Artifex Parvus | - | Sep 10, 2026 | |
我的桌宠会修仙 In-game content arttext | Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat. | FunPlaceGame | - | Sep 10, 2026 | |
Your Legacy: Generations In-game content art | Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay. | ICQ Gaming | - | Sep 10, 2026 | |
Quicksant In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | Sep 10, 2026 | |
Mini IT Tycoon Dev only artcode | static visuals and code fixes for scripts. | Radulescu Cristian Stefan | - | Sep 10, 2026 | |
The Kitty on My Desk In-game content art | Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services. | The Kitty on My Desk | - | Sep 10, 2026 | |
LUMINA: Echoes of Astalia In-game content artaudio | This game uses AI-assisted tools during the development process to support the solo developer's workflow:
- 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself.
- Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators.
No real-time (live-generated) AI is used during runtime. | Integrix Works | - | Sep 10, 2026 | |
DreamFisher In-game content art | 이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다. | KGNF | - | Sep 10, 2026 | |
猫咪酒吧 In-game content art | 游戏素材由AI生成! | HZGame | - | Sep 10, 2026 | |
Polish Pierogi In-game content textaudioart | AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code. | Babuszka Games | - | Sep 10, 2026 | |
Pro Endurance Series: Running Manager In-game content art | Some of this game's assets and content were created with the help of generative AI tools during development. This includes certain graphical assets (such as store and marketing art and athlete portraits) and was also used to help generate and populate in-game content such as races, athletes and equipment. All AI-assisted content is created during development, reviewed and curated by the developer, and ships as fixed, pre-made content — the game does not generate any content with AI in real time, and does not connect to any AI service during play. | Onyric Games | - | Sep 9, 2026 | |
MINTHAVEN: A TCG Life Sim In-game content art | Generative AI tools were used during the development of MINTHAVEN to assist with creating and iterating visual assets, including concept art and card artwork. AI-generated content is reviewed, edited, and integrated by the development team. No generative AI content is created in real time during gameplay. | Paper Nook Games | - | Sep 9, 2026 | |
Scratch Tickets With Your Friends 🎰 Dev only art | All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists. | Yet Another Publisher | - | Sep 9, 2026 | |
British Pub Simulator In-game content audio | During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete. | SimmyLate Games | - | Sep 9, 2026 | |
玻璃温室の薬舗(はりおんしつのくすりほ) In-game content art | Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | neo studio | - | Sep 9, 2026 | |
Monster Florist In-game content arttext | Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets. | HOGO Games | - | Sep 9, 2026 | |
Your Usual Live AI text | The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install.
Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by.
Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time. | tuffsoft | - | Sep 7, 2026 | |
与AI的最后一战! In-game content artaudiocode | - Used generative AI to adjust the game program
- Used generative AI to create art assets
- Used generative AI to generate background music | 小w的游戏开发小组 | - | Sep 7, 2026 | |
Count on Chaos Store/marketing art | Generative AI tools helped create and refine some concept art, and marketing images for this game. The game does not generate new AI content while you play. | Eternal Cry Studio | - | Sep 7, 2026 | |
丧尸围楼 In-game content art | Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play. | 唐華漢 | - | Sep 7, 2026 | |
Mellow Flavor Alley In-game content arttext | This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation). | Pallang Studio | - | Sep 7, 2026 | |
沦为萌犬-被姐姐们温柔偏爱 Live AI art | We use AI to generate interactive videos in the game. | WingInNest | - | Sep 7, 2026 | |
Perfumer's Life Simulator Store/marketing art | Some store page and marketing artwork (including capsule images) was created with generative AI tools. Gameplay, trailers, and screenshots are captured from the game itself. The game does not use generative AI during play and does not connect to external AI services. | ZirZirZir Games | - | Sep 6, 2026 | |
Form In-game content arttext | Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game. | Ruldae | - | Sep 6, 2026 | |
Make The Pool Blue Again:Pool Cleaning Simulator In-game content audio | The voice acting of President Grump, the game's fictional parody character, is pre-generated with AI voice generation tools. The shipped game does not generate any content with AI while you play. | Works On My Machine Studios | - | Sep 6, 2026 | |
LowBudgetSlots Dev only code | Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services. | Flaxx | - | Sep 6, 2026 | |
Project Legend In-game content textart | Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay. | Project Legend | - | Sep 6, 2026 | |
Happy Happy Little Shop In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running. | NerveSingerStudio | - | Sep 4, 2026 | |
Cat's Fish Stall In-game content artaudio | Generative AI was used to assist in the creation of some visual and audio assets. | Indie Bronze Hammer | - | Sep 4, 2026 | |
Byte Bistro Store/marketing textcode | Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Sep 4, 2026 | |
Something Really Evil Inc. In-game content text | AI was used to assist with the translation of the game's text into supported languages. No generative AI was used to create the game's art, music, or other game content. | Lunaris Aeterna | - | Sep 4, 2026 | |
AnomalyVault Store/marketing art | Anomaly profile image | PostSIM | - | Sep 4, 2026 | |
Froggy Roams Live AI arttext | This game was created by a solo developer. During development, generative AI was used to assist with some artwork, store promotional images, localized text, and narrative materials. While the game is running, it connects to external AI services to dynamically generate Froggy’s dialogue, travel letters, postcard images, and parts of its travel stories based on player conversations, character memories, real-world weather, and current travel status. Generated content may vary depending on player input and service availability. | Amber | - | Sep 4, 2026 | |
Dream Simulators Live AI text | Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs. | Angelkiss Games | - | Sep 4, 2026 | |
雾山古董店 In-game content art | Some UI designs in the game are generated using AI | Sanxian | - | Sep 4, 2026 | |
Croissant Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images | C51 Games | - | Sep 3, 2026 | |
Cozy Fishing Life art | Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans. | TINYCELL | - | Sep 3, 2026 | |
I was reincarnated as a mage. In-game content art | This game features generative artificial intelligence was used to generate artwork and images. | SimulationJay | - | Sep 3, 2026 | |
Bloomstead In-game content art | Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created. | Meadowroots Studios | - | Sep 3, 2026 | |
Arcade Together In-game content art | Some images in this game are generated using artificial intelligence. AI tools were used to enhance visual effects and create unique scenes, carefully aligned with the game's art style. | NovaraGames | - | Sep 3, 2026 | |
别人家孩子都筑基了! In-game content arttext | 本作在开发阶段使用了生成式 AI 辅助制作以下内容:美术(场景与背景、卡面插画、角色头像、界面位图、物品图标等游戏与商店页中的图像素材)由 AI 生成母图、经开发者逐项筛选、修复、裁切与组装后定稿;游戏内文本(事件与叙事文案)由开发者设计框架、AI 辅助起草、逐条经人工审查修改后定稿。游戏运行过程中不会实时生成任何 AI 内容,也不会连接任何 AI 服务。核心玩法、世界设定、事件结构与全部最终内容取舍均由开发者完成。 | Foxmi Studio | - | Sep 3, 2026 | |
Çay Ocağı Simulator In-game content codetextart | Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer. | Seloftware | - | Sep 3, 2026 | |
02:17 The Trader’s Path In-game content art | Some pre-generated assets were created with the assistance of generative AI. No generative AI is used during gameplay. | DannyDavis Studio | - | Sep 3, 2026 |