Some assets were created using AI. I'm not as artist lol.
- Creator
- Kuiper Industries
- Reviews
- -
- Added
- Aug 25, 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 assets were created using AI. I'm not as artist lol.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
The English translation of the store page was created using generative AI.
Generative AI tools were used as part of the content creation process for this game: - Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game - Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style A large part of the game's code was written with the help of AI coding assistants. All content was reviewed and approved by the team before shipping.
Music and lyrics written by Richard Robledo. Music composed by hand in LMMS digital audio workstation, and orchestrated into larger pieces with Suno AI. Pixel art depictions of authors generated by Nano Banana 2.
To make One More Chop more accessible to players around the world, AI-assisted tools were used as part of the localization process for supported languages. Their use is limited to translation and localization support, helping us make the game available to players across a wider range of languages and regions.
Code generation and quality assurance testing/reporting.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
Some of the art in this game — the chef characters, the customer characters, the lane skins, and some of the plates — was created with the help of AI image generation tools. The sushi artwork does not use AI.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
Generative AI was used during development to assist with the creation of some pre-generated assets. The game does not generate AI content during gameplay and does not connect to any external AI services.
This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game. The English and Spanish text was machine-translated from the original Korean. Parts of the source code were written with an AI coding assistant, under the developer's direction and review. Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font. Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Parts of this game's content were created with generative AI tools: - 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer. - The English localization was AI-translated from the original Chinese text and then reviewed by the developer. - Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant. - Some store page and marketing artwork was produced with AI image tools. All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code.
The store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base.
AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
"The help of an AI assistant has been used during the entire development process, including for content such as sound and localization."
Translate texts.
All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion.
Character/background art: ChatGPT (image generation) Music: SOUNDRAW (AI music generation) Translations other than Japanese (10 languages): Machine-translated via ChatGPT No AI runs at runtime — everything is pre-generated and bundled
Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer.
Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten.
The background images featured in the game were created using AI. Some of the images used in the in-game UI were generated using AI. The in-game background music (BGM) was created using AI.
AI was used to assist with the development of the underlying code of this game
Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
* Some artwork was created with reference to concept images generated by generative AI * Language localization
Generative AI was used in a limited, supporting role during development: • Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer. • A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer. The game itself does not use generative AI at runtime.
Some assets in Crown Cribbage were made with the help of generative AI tools: - in-game music was generated with AI music tools - capsule/key art - marketing copy drafts - assistance with programming One point of emphasis: The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by difficulty. They see only what you see. They do not look at your hand, and nothing about them is generated while you play. No AI content of any kind is created during a match.
Some visual and audio content was created using AI.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
Generative AI was used to create some of the artwork and audio content in this game.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
I used generative AI tools to assist in the creation of the graphical assets for this game, including the store page banners and library icons. The AI was used to generate base concepts and visual elements, which were then refined and adjusted to match the game's theme and branding.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
This game was developed with the help of generative AI. - Generative AI was used to write and translate text (slime descriptions, in-game wording, and the English localisation). All of it was reviewed and edited by a human. - Generative AI was also used to write program code. - The slime pixel art is not image-generated. It is drawn by a rendering program written for this game. - No AI runs while the game is playing. The game makes no network connections and calls no AI models.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
Some current promotional and store page artwork was created with the assistance of generative AI tools.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist with programming, text, and the creation of some visual assets. The game does not use generative AI to create content during gameplay.
AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used.
Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer.
Some promotional materials are AI-generated; the game content itself does not contain AI.
Some of the standing pictures and background pictures are generated by AI and editored by human.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer. All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer. Nothing is generated by AI while you play. All content ships with the game and never changes.
The game's art assets and theme music are AI‑generated
AI was used to help generate the visual artwork in the game.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Nexus: Quantum Industries Unclear | Some assets were created using AI. I'm not as artist lol. | Kuiper Industries | - | Aug 25, 2026 | |
Groundwork In-game content artaudio | Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made. | Peak Development | - | Aug 25, 2026 | |
BATTLE MEATING In-game content text | The English translation of the store page was created using generative AI. | 00SY0U | - | Aug 25, 2026 | |
Junkpot In-game content artcode | Generative AI tools were used as part of the content creation process for this game:
- Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game
- Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style
A large part of the game's code was written with the help of AI coding assistants.
All content was reviewed and approved by the team before shipping. | Velum Games | - | Aug 25, 2026 | |
Muse Ingenium In-game content audioart | Music and lyrics written by Richard Robledo. Music composed by hand in LMMS digital audio workstation, and orchestrated into larger pieces with Suno AI. Pixel art depictions of authors generated by Nano Banana 2. | Richard Robledo | - | Aug 25, 2026 | |
One More Chop In-game content text | To make One More Chop more accessible to players around the world, AI-assisted tools were used as part of the localization process for supported languages. Their use is limited to translation and localization support, helping us make the game available to players across a wider range of languages and regions. | Jubar Studio | - | Aug 25, 2026 | |
Dreadgence Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 25, 2026 | |
Dear Gardener Dev only artcode | As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code. | Youkoso Games | - | Aug 25, 2026 | |
SUSHI PARADE In-game content art | Some of the art in this game — the chef characters, the customer characters, the lane skins, and some of the plates — was created with the help of AI image generation tools. The sushi artwork does not use AI. | zawascript | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Door Runners In-game content art | Generative AI was used during development to assist with the creation of some pre-generated assets. The game does not generate AI content during gameplay and does not connect to any external AI services. | NineHold | - | Aug 25, 2026 | |
TunaSweeper In-game content artaudiotext | This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI. | devTuna | - | Aug 25, 2026 | |
Underkeep In-game content arttextcode | Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime. | chris lee | - | Aug 25, 2026 | |
Roll and Hold In-game content arttext | Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated. | Kai Games | - | Aug 25, 2026 | |
CrystalStack In-game content artcode | Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code. | Olivier RAYON | - | Aug 25, 2026 | |
Snack Factory Together - Prologue In-game content art | The store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base. | HAN Games | - | Aug 25, 2026 | |
Fantasy Shop Tycoon In-game content arttext | AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer. | Zeptun | - | Aug 25, 2026 | |
Piano Warrior In-game content audiotext | "The help of an AI assistant has been used during the entire development process, including for content such as sound and localization." | Leonid Cebotari | - | Aug 25, 2026 | |
Villfell Unclear | Translate texts. | Greyhearth | - | Aug 25, 2026 | |
Fuwa! Fuwa! Omurice Simulator Roguelite Dev only code | All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion. | スタジオ白亜研究室 | - | Aug 25, 2026 | |
CATAL CARTA In-game content artaudiotext | Character/background art: ChatGPT (image generation)
Music: SOUNDRAW (AI music generation)
Translations other than Japanese (10 languages): Machine-translated via ChatGPT
No AI runs at runtime — everything is pre-generated and bundled | OLC Salon Lab | - | Aug 25, 2026 | |
Hot Dog Simulator : Food Truck In-game content arttext | Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer. | Feha Game Studios | - | Aug 25, 2026 | |
Shoot the Shit Dev only art | Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten. | Drone Defence Video Games UG | - | Aug 25, 2026 | |
聖嶺鳳学園物語 In-game content artaudio | The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI. | IsezakiGameWorks | - | Aug 25, 2026 | |
Three's a Crowd Dev only code | AI was used to assist with the development of the underlying code of this game | Fluffington Studios | - | Aug 25, 2026 | |
My Little Golf Dev only text | Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text. | Inchanters | - | Aug 25, 2026 | |
漢字魔導錄 In-game content text | Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service. | Hangic Team | - | Aug 25, 2026 | |
Five to Fire In-game content arttext | * Some artwork was created with reference to concept images generated by generative AI
* Language localization | HellAssociation | - | Aug 25, 2026 | |
Parcel Panic In-game content textart | Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime. | Naughty Pig | - | Aug 25, 2026 | |
Crown Cribbage In-game content audioarttextcode | Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match. | Glacial Silt Studios LLC | - | Aug 25, 2026 | |
Blova Unclear artaudio | Some visual and audio content was created using AI. | Emberloom Games | - | Aug 25, 2026 | |
Flame, Cats & Kitchen Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | The Deadliners Games | - | Aug 25, 2026 | |
Midnight Arcade Orchestra In-game content artaudio | Generative AI was used to create some of the artwork and audio content in this game. | Joyful Jo | - | Aug 25, 2026 | |
Dungeoneers Idle | As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design. | VindR Games | - | Aug 25, 2026 | |
Mather In-game content art | I used generative AI tools to assist in the creation of the graphical assets for this game, including the store page banners and library icons. The AI was used to generate base concepts and visual elements, which were then refined and adjusted to match the game's theme and branding. | DanikGames Inc | - | Aug 25, 2026 | |
Tai Chi Tarot In-game content art | This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time. | Mistorch | - | Aug 25, 2026 | |
RiftQuake In-game content artaudio | We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026) | From Zero, LLC | - | Aug 25, 2026 | |
Taskbar Slime ~片隅のテラリウム~ In-game content textcode | This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models. | GarrAtelier | - | Aug 25, 2026 | |
Time Train In-game content art | Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay. | NestHex Games | - | Aug 25, 2026 | |
BOOMSTICKS Store/marketing art | Some current promotional and store page artwork was created with the assistance of generative AI tools. | NetHex Games | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Road to Millionaire – Investing In-game content arttextcode | Generative AI tools were used during development to assist with programming, text, and the creation of some visual assets. The game does not use generative AI to create content during gameplay. | Tsunami Games2026 | - | Aug 25, 2026 | |
VHS Chaos In-game content art | AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used. | RewindApp | - | Aug 25, 2026 | |
Windowsill Isle In-game content text | Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer. | 7382Team | - | Aug 25, 2026 | |
Tales of the Otherworld Store/marketing art | Some promotional materials are AI-generated; the game content itself does not contain AI. | 彼境行者(嘉兴)数字科技有限公司 | - | Aug 25, 2026 | |
Lumen Trace art | Some of the standing pictures and background pictures are generated by AI and editored by human. | RavenPop | - | Aug 25, 2026 | |
Sanguo Survivors In-game content art | The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes. | kevin | - | Aug 25, 2026 | |
Heroic Frontline: Dawn Hymn artaudio | The game's art assets and theme music are AI‑generated | Heart Field Studio | - | Aug 25, 2026 | |
Tombstone Showdown In-game content art | AI was used to help generate the visual artwork in the game. | Mental Studios | - | Aug 25, 2026 | |
ASURA BEAT In-game content art | Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services. | NUJABESCODE | - | Aug 25, 2026 |