Game logo was generated using Google Gemini.
- Creator
- OzKay Studios
- Reviews
- -
- Added
- Aug 16, 2026
Public Steam disclosure research 25,695 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.
Game logo was generated using Google Gemini.
Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay.
Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page. The music was created with a generative AI music service under a commercial-use license. The text is written in Japanese and machine-translated into other languages.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork. All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion. SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content.
Art and some code generated with AI models.
AI translation was used to assist with text localization.
Some musical tracks were created with the help of AI.
AI-generated art object
I used AI to create some of the game art materials and the content of the store pages.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
A blend of generative images and photo images were used for hidden object backgrounds.
Icons and imagery in this game were created with the assistance of AI tools.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art. All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content. No content is generated by AI while the game is running. All assets are pre-generated and ship as static files.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI.
Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services.
Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code.
The background images and honeyberrys pictures are pre-rendered AI art.
Some of the visual elements are generated.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person. The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play. Some of our store and marketing artwork was AI-assisted and human-curated. No content is generated by AI while you play, and the game never calls out to an AI service.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI.
Generative AI was used in the following ways: • The title logo on our store capsule images was created with an AI image tool. Everything else in those images is real footage from the running game. • The trailer narration was written with AI assistance and voiced using ElevenLabs text-to-speech. • Some in-game text event descriptions, help and interface copy was written with AI assistance and edited by hand. The game itself is not AI-generated. The world simulation, the voxel terrain and its creatures, and all in-game art are hand-built. Sound effects and music are licensed from stock audio libraries. Nothing is generated while you play.
Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game.
Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay.
Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art. The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
Some illustrations on the store page were created using AI.
Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
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 to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used: MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing. CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work. STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer. All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
I used AI to help create player models
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
Some of the content shipping with this game was created using generative AI: • Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance. All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure.
AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening. The game contains no unmodified AI outputs.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer. The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
AI was used to assist with the translation of the game's text into multiple languages.
AI-generated art object
3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime.
no ai assets inside the game, just the store capsule
Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
AI Generation Disclosure Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game.
Some of the audio assets and objects were created with the assistance of AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
NighClub Manager Simulator Store/marketing art | Game logo was generated using Google Gemini. | OzKay Studios | - | Aug 16, 2026 | |
Cubing Forge Store/marketing art | Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay. | The Wolf Pack Mind | - | Aug 16, 2026 | |
Konbini Cleanup In-game content art | Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly. | Cleanup Crew! | 66 | Aug 16, 2026 | |
MindGate CornerGet In-game content artaudiotext | The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages. | inkmoon_dev | - | Aug 16, 2026 | |
Axolotl Rangefighters In-game content art | Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay. | Sam Cunningham | - | Aug 16, 2026 | |
Signal In-game content art | Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork.
All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion.
SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content. | Ruldae | - | Aug 16, 2026 | |
CARRRDS In-game content artcode | Art and some code generated with AI models. | Owen Collier | - | Aug 16, 2026 | |
AdorableCat In-game content text | AI translation was used to assist with text localization. | PeB Cat Studio | - | Aug 16, 2026 | |
Wood Goes Brrr In-game content audio | Some musical tracks were created with the help of AI. | PixelGuse | - | Aug 15, 2026 | |
Farm Simulator 2026 In-game content art | AI-generated art object | Christopher Ikeda | - | Aug 15, 2026 | |
大凶 (The Doomed Draw) Store/marketing arttext | I used AI to create some of the game art materials and the content of the store pages. | Queen Vampire | - | Aug 15, 2026 | |
Kingsfall:Chess In-game content art | Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay. | Kahuna Studios | - | Aug 15, 2026 | |
Thrift Store Treasure Hidden Objects In-game content art | A blend of generative images and photo images were used for hidden object backgrounds. | Seven Sails Games | - | Aug 14, 2026 | |
Packpunk In-game content art | Icons and imagery in this game were created with the assistance of AI tools. | Glitch Squirrel | - | Aug 14, 2026 | |
Under the Earth Dev only code | Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging. | ManetKedy | - | Aug 14, 2026 | |
EndlessRain In-game content art | Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art.
All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content.
No content is generated by AI while the game is running. All assets are pre-generated and ship as static files. | airnuri | - | Aug 14, 2026 | |
Petrivore In-game content arttext | Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer. | Tiny Badger | - | Aug 14, 2026 | |
Morgierra: Survivor In-game content art | This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI. | TS Games | - | Aug 14, 2026 | |
MagiMine Orchestra In-game content arttext | Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services. | Pitagora Games | - | Aug 14, 2026 | |
Corporate Slave In-game content artcode | Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code. | ATK-Play | - | Aug 14, 2026 | |
Sweetie Candy Maze: Azure Honeyberry In-game content art | The background images and honeyberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Aug 14, 2026 | |
Pegs of Hell Unclear art | Some of the visual elements are generated. | WOMBEX Games | - | Aug 14, 2026 | |
Green vs Tan In-game content artaudio | Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service. | Corkscrew Games | - | Aug 14, 2026 | |
STARSHRED In-game content audio | Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | NEYSEGAMES | - | Aug 14, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
NodeFantasy~管理型RPG~ arttext | This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI. | 倦怠期 | - | Aug 14, 2026 | |
VOXEL ISLE SIMULATOR In-game content arttextaudio | Generative AI was used in the following ways:
• The title logo on our store capsule images was created with an AI image
tool. Everything else in those images is real footage from the running game.
• The trailer narration was written with AI assistance and voiced using
ElevenLabs text-to-speech.
• Some in-game text event descriptions, help and interface copy was
written with AI assistance and edited by hand.
The game itself is not AI-generated. The world simulation, the voxel terrain
and its creatures, and all in-game art are hand-built. Sound effects and music
are licensed from stock audio libraries. Nothing is generated while you play. | SFH PROD | - | Aug 14, 2026 | |
Tiny Knight and the Corrupted Crystal In-game content audio | Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game. | BlackBreeze Studios | - | Aug 14, 2026 | |
Pastimes In-game content artaudiotext | Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay. | Kaal | - | Aug 14, 2026 | |
Forgotten Haven: The First Call In-game content audioart | Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay. | Infotrium Inc. | - | Aug 14, 2026 | |
Banana Game Dev only codetext | AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features. | Mainu Studio | - | Aug 14, 2026 | |
Cosmic Clicker In-game content art | During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction. | Gladino | - | Aug 14, 2026 | |
PC Electro Onna-chan Checker Store/marketing art | Some illustrations on the store page were created using AI. | Cockroach Studio | - | Aug 14, 2026 | |
六界牌鬥 Six Realms In-game content arttext | Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime. | 火星 MARS | - | Aug 14, 2026 | |
Neon Highway 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 14, 2026 | |
Dungeon Overtime Store/marketing art | Generative AI was used to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services. | Orange Slug Studios | - | Aug 14, 2026 | |
CydonMan In-game content artaudiotext | Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay. | YesNine | - | Aug 14, 2026 | |
Dubstep: Solar System In-game content audioartcode | Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play. | Ian Rosner | - | Aug 14, 2026 | |
Terrible Forest Management In-game content art | I used AI to help create player models | SwampMeister Games | - | Aug 14, 2026 | |
Barkyard Blitz Store/marketing textart | Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content. | Automata Games | - | Aug 14, 2026 | |
Belt Zero In-game content artaudiotext | Some of the content shipping with this game was created using generative AI:
• Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance.
All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure. | Kay Maik Dev | - | Aug 14, 2026 | |
NIGHTSWEEPER In-game content textart | AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening.
The game contains no unmodified AI outputs. | Ryan Wheeler | - | Aug 14, 2026 | |
Mosslight Meadow In-game content artaudiotextcode | Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation. | Lanternleaf Games | - | Aug 14, 2026 | |
FireEgg Blast In-game content text | AI was used to assist with the translation of the game's text into multiple languages. | larvava | - | Aug 14, 2026 | |
Carry Bros: Find It Together In-game content art | AI-generated art object | Red Suns Tech | - | Aug 14, 2026 | |
Murder Your Friends In-game content art | 3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime. | Friendslop Studios | - | Aug 14, 2026 | |
FastFoo In-game content art | no ai assets inside the game, just the store capsule | Play365 | - | Aug 14, 2026 | |
三國撞撞樂 Unclear arttext | Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page. | lolomouse | - | Aug 14, 2026 | |
Abduction Dev only art | AI Generation Disclosure
Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game. | Buzzed Greys Studios | - | Aug 14, 2026 | |
Mess in the Toy Shop In-game content audio | Some of the audio assets and objects were created with the assistance of AI tools. | Trigarb | - | Aug 14, 2026 |