Some audio and text translations are powered by AI
- Creator
- 下前拳游戏
- Reviews
- -
- Added
- Aug 26, 2026
Public Steam disclosure research 25,514 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.
Some audio and text translations are powered by AI
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
Generative AI was used in the creation of some artwork and music. No content is generated by AI during gameplay.
Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay.
The Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets.
Assets used in this game were created with the assistance of generative AI.
Art assets are AI-generated with subsequent manual refinement.
The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
code text bgm se image animation storeasset
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Some promotional and store assets for this game, including the capsule images, library artwork and application icons, were created with the assistance of generative AI tools. All in game visuals are generated procedurally by the game's own code at runtime: characters, buildings, terrain, animals and effects are drawn from algorithmic vector shapes, not from AI generated images. All audio is synthesised in real time by the game engine. All game code was written by the developer.
This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
Generative AI will only be used in game development, especially localization. All puzzles in the game is hand-crafted by human beings.
Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
Generative AI tools were used during development to assist with the creation of some visual and audio assets. All AI-assisted content was substantially edited by the developers and paid artists.
AI was used for inspiration in logos and lore refinement.
The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer.
Some of the artwork materials in this work are generated using AI
AI was used to assist with coding and logo creation.
The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application. The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content.
All art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
Some graphics, music, and translations were initially generated by AI and subsequently revised by humans.
Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer. TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
Some static background images and card textures.
The pixel art in this game was created with an AI image generation tool (Pixellab). Generated art is never used as-is: the style, proportions and palette standards are set by a human, every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding, animation continuity and color consistency are likewise human-checked before adoption. Game design, balance and specification decisions are made by a human. AI-assisted tools are also used in the development process. Nothing is generated by AI at runtime (pre-generated content only).
AI tools were used to generate in-game text.
Game icon and Steam capsules were made with ai support
During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
Some non-gameplay materials in this project were created with the help of generative AI tools, such as certain promotional visuals, store page imagery, and supporting text. All core game design, mechanics, story, and gameplay content were created by the developer. AI-assisted materials were reviewed and edited by the developer before release.
Generative AI tools were used during development to assist with certain pre-generated visual elements and sequences in the game. All such materials were reviewed, selected, edited, and integrated into the final video content by the Dev team. The game’s narrative, interactive structure, gameplay logic, and final presentation are created and controlled by the Dev team. No generative AI is used during gameplay, and no content is generated dynamically for players.
AI was only used to generate minimal resources to support ball and chalk design. All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
Generative AI tools were used during development to assist with code, images, and localized text.
This game used generative AI tools during development to assist with a limited portion of visual and audio asset creation. All AI-assisted content was reviewed and curated by the developer before release. No AI content is generated live during gameplay.
This game uses AI-assisted tools during development for some localization translation and code writing. No AI content is generated during gameplay.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
One man team with no budget who used Codex to add code, and some AI Upscaling etc.
Handcrafted assets are refined and upscaled with AI
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI was used extensively throughout the development of **Crazy Fußball-Manager**. **ChatGPT Codex** and **Claude Code** were used primarily for programming, technical implementation, and textual content. Graphics and visual assets were created and edited with the assistance of generative AI tools. **Suno** and **Mureka** were used to create music, sound effects, and other audio content. Nearly all content in the game – including code, graphics, text, music, and sounds – was created with the assistance of generative AI and subsequently integrated into the game.
Generative AI Disclosure: During the development of Farm Idle, generative AI tools were utilized to assist with creating and conceptualizing some 2D UI icons, menu graphics, and localized text. All generated assets were reviewed, cleaned, edited, and integrated by the development team to fit the game's pixel-art aesthetic. No AI content is generated in real-time while playing the game.
It has been used in the store page images.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Generative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay.
We've harnessed the power of Generative AI technology to create several of our game's theme background artworks
使用ai生成游戏音乐音效;
I developed this game entirely on my own, handling all the game design, hand-drawn artwork, and music composition myself. Only the translations/localizations were generated by AI.
The store page was translated into 30 languages using AI, from text written by the developer. Store and library images were assembled from artwork the developer made by hand. The game itself contains no AI-generated content, and nothing is generated by AI while you play.
The artwork was made by hand, AI was used to upscale the images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
manmanzhilv In-game content audiotext | Some audio and text translations are powered by AI | 下前拳游戏 | - | Aug 26, 2026 | |
GameOvrd2 In-game content art | Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation. | CodeKnight808 | - | Aug 26, 2026 | |
Died in the Tower Again In-game content art | Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code). | BANANAK | - | Aug 26, 2026 | |
ねこ部屋日和 In-game content artaudio | Generative AI was used in the creation of some artwork and music. No content is generated by AI during gameplay. | Icycozy Games | - | Aug 26, 2026 | |
Chessplosion In-game content arttext | Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay. | François Duchesne | - | Aug 26, 2026 | |
Dicepot Store/marketing art | The Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets. | Unmei Studio | - | Aug 26, 2026 | |
Dice After Dark In-game content art | Assets used in this game were created with the assistance of generative AI. | Dano Sato | - | Aug 26, 2026 | |
变废为宝 Trash to Cash In-game content art | Art assets are AI-generated with subsequent manual refinement. | 棱镜工作室 | - | Aug 26, 2026 | |
Hanok: From Thatch to Palace In-game content text | The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY). | WATSI | - | Aug 26, 2026 | |
COLOR CHAIN CLASH Store/marketing arttextaudio | code text bgm se image animation storeasset | JinCycle | - | Aug 26, 2026 | |
Gravefever In-game content artcode | All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs. | Rinami | - | Aug 26, 2026 | |
All Our Winters In-game content art | Some promotional and store assets for this game, including the capsule images, library artwork and application icons, were created with the assistance of generative AI tools.
All in game visuals are generated procedurally by the game's own code at runtime: characters, buildings, terrain, animals and effects are drawn from algorithmic vector shapes, not from AI generated images. All audio is synthesised in real time by the game engine. All game code was written by the developer. | Distant Hearth Games | - | Aug 26, 2026 | |
Drawing Dead In-game content artcode | This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime. | TuttiTeam | - | Aug 26, 2026 | |
Punctual Monsters In-game content text | Generative AI will only be used in game development, especially localization.
All puzzles in the game is hand-crafted by human beings. | Lemoning | - | Aug 26, 2026 | |
BTR Ringfall In-game content artaudio | Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay. | ALFA Games | - | Aug 26, 2026 | |
At Once, My Lord! In-game content arttext | Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages. | Who Makes Games | - | Aug 26, 2026 | |
Chocoletters In-game content artaudio | Generative AI tools were used during development to assist with the creation of some visual and audio assets. All AI-assisted content was substantially edited by the developers and paid artists. | Turnip Based Games | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
Taskforge In-game content art | The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer. | Marcos Araponga | - | Aug 26, 2026 | |
火箭工厂 Rocket Factory In-game content art | Some of the artwork materials in this work are generated using AI | Fame Studio | - | Aug 26, 2026 | |
Humble Hauler Dev only codeart | AI was used to assist with coding and logo creation. | JP Games | - | Aug 26, 2026 | |
桌面寵物工作室 - DesktopPetStudio In-game content art | The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application.
The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content. | Rowan.l | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
Aquarium Days In-game content artaudiotext | Some graphics, music, and translations were initially generated by AI and subsequently revised by humans. | Pet Party | - | Aug 26, 2026 | |
TOWERPULSE In-game content artaudio | Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running. | Greg HAT | - | Aug 26, 2026 | |
RiftBlade: WarCards Unclear art | Some static background images and card textures. | CyanInk | - | Aug 26, 2026 | |
Yokai Parade In-game content art | The pixel art in this game was created with an AI image generation tool (Pixellab).
Generated art is never used as-is: the style, proportions and palette standards are set by a human,
every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding,
animation continuity and color consistency are likewise human-checked before adoption.
Game design, balance and specification decisions are made by a human. AI-assisted tools are also
used in the development process.
Nothing is generated by AI at runtime (pre-generated content only). | CITTA FOX | - | Aug 26, 2026 | |
トークン x トークン x クリッカー In-game content text | AI tools were used to generate in-game text. | Preferred Networks | - | Aug 26, 2026 | |
Kitchen Tidy In-game content art | Game icon and Steam capsules were made with ai support | NewGen | - | Aug 26, 2026 | |
王之将死/Checkmate In-game content art | During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay. | 白砚_Vesper | - | Aug 26, 2026 | |
MENEMEN In-game content arttext | Some non-gameplay materials in this project were created with the help of generative AI tools, such as certain promotional visuals, store page imagery, and supporting text. All core game design, mechanics, story, and gameplay content were created by the developer. AI-assisted materials were reviewed and edited by the developer before release. | dioaragames | - | Aug 26, 2026 | |
The Lies: Impostor Heiress In-game content art | Generative AI tools were used during development to assist with certain pre-generated visual elements and sequences in the game. All such materials were reviewed, selected, edited, and integrated into the final video content by the Dev team. The game’s narrative, interactive structure, gameplay logic, and final presentation are created and controlled by the Dev team.
No generative AI is used during gameplay, and no content is generated dynamically for players. | Zhejiang Versatile Media Co., Ltd. | - | Aug 26, 2026 | |
Crazy Pocket In-game content art | AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere. | OFFMOON Inc. | - | Aug 26, 2026 | |
Slightly Used Sorcery In-game content arttext | Generative AI tools were used during development to assist with code, images, and localized text. | Based Obviously | - | Aug 26, 2026 | |
末世:我有一辆房车 In-game content artaudio | This game used generative AI tools during development to assist with a limited portion of visual and audio asset creation. All AI-assisted content was reviewed and curated by the developer before release. No AI content is generated live during gameplay. | 光年切片工作室 | 67 | Aug 26, 2026 | |
Elegy For A Violet In-game content codetext | This game uses AI-assisted tools during development for some localization translation and code writing. No AI content is generated during gameplay. | nrcashew | - | Aug 26, 2026 | |
DuoFall In-game content artaudiotext | Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services. | zweiVerspielte | - | Aug 25, 2026 | |
Matchy Star Dev only code | One man team with no budget who used Codex to add code, and some AI Upscaling etc. | Silverware Games, Inc. | - | Aug 25, 2026 | |
Peeling Feeling: Sticker Galore In-game content art | Handcrafted assets are refined and upscaled with AI | moimart | - | Aug 25, 2026 | |
Anvil and Alembic In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 25, 2026 | |
Crazy Fußball-Manager In-game content artaudiotextcode | Generative AI was used extensively throughout the development of **Crazy Fußball-Manager**. **ChatGPT Codex** and **Claude Code** were used primarily for programming, technical implementation, and textual content. Graphics and visual assets were created and edited with the assistance of generative AI tools. **Suno** and **Mureka** were used to create music, sound effects, and other audio content.
Nearly all content in the game – including code, graphics, text, music, and sounds – was created with the assistance of generative AI and subsequently integrated into the game. | Crazy Coffee and Cookie Creations | - | Aug 25, 2026 | |
Farmbound In-game content arttext | Generative AI Disclosure: During the development of Farm Idle, generative AI tools were utilized to assist with creating and conceptualizing some 2D UI icons, menu graphics, and localized text. All generated assets were reviewed, cleaned, edited, and integrated by the development team to fit the game's pixel-art aesthetic. No AI content is generated in real-time while playing the game. | North Coast Studio | - | Aug 25, 2026 | |
Chill Drive Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Stack Together - To the Moon In-game content art | Generative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay. | Simnetic Game | - | Aug 25, 2026 | |
Magic Chess In-game content art | We've harnessed the power of Generative AI technology to create several of our game's theme background artworks | DreamBridge | - | Aug 25, 2026 | |
噗噗泼噗:色彩有限公司 In-game content audio | 使用ai生成游戏音乐音效; | RGBA Games | - | Aug 25, 2026 | |
Ghost Express In-game content text | I developed this game entirely on my own, handling all the game design, hand-drawn artwork, and music composition myself.
Only the translations/localizations were generated by AI. | GongJun Lab | - | Aug 25, 2026 | |
Cable Arrange In-game content textart | The store page was translated into 30 languages using AI, from text written by the developer. Store and library images were assembled from artwork the developer made by hand. The game itself contains no AI-generated content, and nothing is generated by AI while you play. | MonoFieldGames | - | Aug 25, 2026 | |
Mushroom Marketplace In-game content art | The artwork was made by hand, AI was used to upscale the images. | HotRock Games | - | Aug 25, 2026 |