We are use only for the logo and some imagages
- Creator
- HypeDevelopments
- Reviews
- -
- Added
- Sep 24, 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 are use only for the logo and some imagages
Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text).
The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation.
Assets in Graphical Assets, including Store assets and Library assets, are used AI to design.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Generative AI was used during development to create certain ability icons and a small number of sound effects.
このゲームはプログラミング、グラフィックを
Used in simple artwork, NPC chat systems, tactical realism systems, enhanced system design, economy management, debugging and design assistance.
The game to contain art assets generated by artificial intelligence
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
Some icons and also a few images for interfaces.
I used Claude and Arena.AI for the art assets, as im only one person and use AI as a tool to save time with repetitive tasks.
Some assets used in-game and on promo art are generated using generative artificial intelligence.
Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services.
Some 3D character and prop models were generated with 3D AI Studio during development. Some player-facing text was drafted with AI assistance. All content is prepared in advance; no generative AI runs during gameplay.
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
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).
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company. I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game. AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published. Industrial Empire Online does not generate AI content live during gameplay.
AI assisted coding is used to create the game. The game contains no AI generated art or assets. The game may contain optional AI generated voiceover.
All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials. The game does not generate AI content during play or connect to external AI services.
Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key.
This game is using AI generated art for some parts of the store page and for some of the 3D-models in game
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 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.
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.
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.
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.
Generative AI was used during development to assist with localization.
Some assets in the game were generated by AI.
Deepwood Valley uses a generative AI language model to power conversations with the characters who live in the valley. The model runs entirely on your own computer — no account is required, and nothing you type is sent to us or to any third party. Every line of AI-generated dialogue passes through a deterministic content filter before it is displayed. This filter is compiled into the game, runs on all generated speech without exception, and cannot be turned off by the player or by mods. Character personalities, story, world design, and all art and audio are authored by our team.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people. The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service.
Some of the artwork in this game was created using generative AI. The illustrated backgrounds, character portraits and achievement icons were generated with Google Gemini and then edited, cropped and colour-matched by hand for use in the game. Everything else is hand-made: the code, the market simulation, all writing and dialogue, the interface, and the sound.
Generative AI was used during development for some visual and audio assets. During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player.
Some visual assets, including 3D objects and example artwork, sound effects, and music were created with generative AI during development. Promotional videos also use AI-generated narration. These assets are prepared in advance. The current game does not use generative AI to create content during gameplay.
Trading-card illustrations and promotional artwork were created with generative AI. Trailer music and sound effects were also generated with AI. All assets are pre-generated; no AI content is generated during gameplay, and the game does not connect to an AI service.
AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer. No AI was not used in any 3d or 2d assets or sounds in the game.
All fish models are fully human made in blender. Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content. The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service.
AI assisted with coding and some graphic design.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Server Empire | We are use only for the logo and some imagages | HypeDevelopments | - | Sep 24, 2026 | |
Chechelevo Mainland In-game content arttext | Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text). | 1_Xaker | - | Sep 24, 2026 | |
TCG Football Card Shop Simulator - Prologue Store/marketing art | The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation. | Tueron Games | - | Sep 24, 2026 | |
Your City Coming Store/marketing art | Assets in Graphical Assets, including Store assets and Library assets, are used AI to design. | Alright Peaches Studio | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
GroundInFlames Dev only art | We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work. | VasyliyBritva | - | Sep 24, 2026 | |
BitWise code | BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play. | Faint Current | - | Sep 24, 2026 | |
Chill Boats: Open Waters In-game content audio | Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available. | Omble Studio | - | Sep 24, 2026 | |
Moltenfall In-game content artaudio | Generative AI was used during development to create certain ability icons and a small number of sound effects. | Latsnok | - | 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 | |
Star Heir: Dark Crusade Live AI arttextcode | Used in simple artwork, NPC chat systems, tactical realism systems, enhanced system design, economy management, debugging and design assistance. | Faithful Works | - | Sep 24, 2026 | |
Coding War In-game content art | The game to contain art assets generated by artificial intelligence | Piece Of Voxel | - | Sep 24, 2026 | |
Ultimate Pet Shop Simulator In-game content artaudio | Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay. | Onivo Games | - | Sep 24, 2026 | |
KILLWORLD In-game content art | Some icons and also a few images for interfaces. | Hunt Studio | - | Sep 23, 2026 | |
The Grounds-Keeper In-game content art | I used Claude and Arena.AI for the art assets, as im only one person and use AI as a tool to save time with repetitive tasks. | deadbird23rd | - | Sep 23, 2026 | |
Coin Pusher Millionaire In-game content art | Some assets used in-game and on promo art are generated using generative artificial intelligence. | 1M | - | Sep 23, 2026 | |
Feste Feiern: German Festival Tycoon In-game content artaudio | Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services. | Jodelsoft | - | Sep 22, 2026 | |
Lotwick Hill In-game content arttext | Some 3D character and prop models were generated with 3D AI Studio during development. Some player-facing text was drafted with AI assistance. All content is prepared in advance; no generative AI runs during gameplay. | Lasse Bjørge | - | Sep 22, 2026 | |
Stick Life: The Daily Grind In-game content arttextcode | Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play. | Drangus Studios | - | Sep 22, 2026 | |
Meepertonville In-game content art | Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer. | SunlightTrippin | - | Sep 22, 2026 | |
NEBELHEIM In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay. | Kararsız Studio | - | Sep 22, 2026 | |
AI Startup Manager: Race to AGI In-game content artaudiotext | Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services. | Sivas Games | - | 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 | |
Grocery Store Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Farmer Life Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Industrial Empire Online In-game content artcode | Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company.
I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game.
AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published.
Industrial Empire Online does not generate AI content live during gameplay. | George Games | - | Sep 22, 2026 | |
Regent In-game content codeaudio | AI assisted coding is used to create the game.
The game contains no AI generated art or assets.
The game may contain optional AI generated voiceover. | SourGhost | - | Sep 22, 2026 | |
Believe In-game content artaudiotext | All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials.
The game does not generate AI content during play or connect to external AI services. | NorrbackaFrans | - | Sep 22, 2026 | |
Voxitect Store/marketing art | Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key. | Voxitect | - | Sep 22, 2026 | |
Dirt Town In-game content art | This game is using AI generated art for some parts of the store page and for some of the 3D-models in game | Skyturns | - | 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 | |
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 | |
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 | |
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 | |
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 | |
Garden Cleanup Simulator In-game content text | Generative AI was used during development to assist with localization. | Luket | - | Sep 20, 2026 | |
Business Tycoon In-game content | Some assets in the game were generated by AI. | Tycoon Games | - | Sep 19, 2026 | |
Deepwood Valley Live AI text | Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team. | Cometforge | - | Sep 19, 2026 | |
Print Shop Manager In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service. | Whatsayer Studio | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 | |
Bloom Above: Wanderisles In-game content arttext | Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service. | Krabbe Studios | - | Sep 19, 2026 | |
APEX Trading Life In-game content art | Some of the artwork in this game was created using generative AI. The illustrated
backgrounds, character portraits and achievement icons were generated with Google
Gemini and then edited, cropped and colour-matched by hand for use in the game.
Everything else is hand-made: the code, the market simulation, all writing and
dialogue, the interface, and the sound. | RavenStudio | - | Sep 19, 2026 | |
EtelGarde Live AI artaudiotext | Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player. | Elrolin | - | Sep 19, 2026 | |
One Million Canvas In-game content artaudio | Some visual assets, including 3D objects and example artwork, sound effects, and music were created with generative AI during development. Promotional videos also use AI-generated narration. These assets are prepared in advance. The current game does not use generative AI to create content during gameplay. | One Million Canvas | - | Sep 19, 2026 | |
TCG: Collector’s Mess Store/marketing artaudio | Trading-card illustrations and promotional artwork were created with generative AI. Trailer music and sound effects were also generated with AI. All assets are pre-generated; no AI content is generated during gameplay, and the game does not connect to an AI service. | JaceDev | - | Sep 19, 2026 | |
YBR-You Break Rock In-game content arttext | AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer.
No AI was not used in any 3d or 2d assets or sounds in the game. | Lemon games | - | Sep 19, 2026 | |
ChillTank In-game content artcode | All fish models are fully human made in blender.
Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content.
The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service. | Chillwatch | - | Sep 19, 2026 | |
Rail Ops: Subdivisions Dev only codeart | AI assisted with coding and some graphic design. | Roadwolf Games | - | Sep 19, 2026 |