We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics.
- Creator
- GAMIKE
- Reviews
- -
- Added
- Sep 28, 2026
Public Steam disclosure research 26,619 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 used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics.
AI was used in developing game mechanics, primarily coding. Human reviewed code.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer: - base 3D models for some buildings, props and characters, retouched by hand; - the music of the in-game radio; - the first draft of the translations; - some promotional artwork. Nothing is generated by AI while you play.
I made MoonDoku's music, its world backdrops, and some of its other art and sound effects with generative AI tools. Nothing is generated while you play, and the game never connects to an AI service.
This game used generative AI for the game logo
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
Parts of this app were made with generative AI. - Artwork: the store images, and the thumbnail art for the sound packs the developer publishes to the Steam Workshop, were created with AI image tools. - Text: the store description and the in-app interface text were drafted and translated with AI assistance. All keyboard sounds are recordings captured from real keyboards - none of the audio is AI-generated. The app does not generate any content while it runs, and it does not connect to any AI service.
Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led.
Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey.
I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages.
Some background and minor graphics are done with AI. All translations are done with AI.
AI tools were used in the development of this project
Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
Code was written using help of AI tools, all artwork is human made.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system! I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there. While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Some of the art assets and music in this game are generated by AI.
The game used AI generated assets. Including Artwork and Audio.
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
Some store artwork for this game was created using generative AI tools.
Some visual assets were created using generative AI during development.
A small number of in-game sound effects were produced with AI assistance.
AI tools are used to assist in development, including code, writing, art, and sound effects
Pre-generated generative AI was used to create some 2D visual assets, including selected in-game sign textures and store/marketing artwork. No generative AI is used during gameplay.
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
Generative AI was used for some 2D game assets, which were reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
backgrounds and logo created by AI.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay.
Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay.
Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay.
During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons. In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Tamagong uses generative AI in three places during development: Translation: the game's eight languages were translated with AI assistance. Audio: some sound effects and ambient tracks were produced with AI assisted tools. Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay.
Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans.
The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me. This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
HYALOSFALL uses generative AI in part of its audio and text. Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces. Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand. Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok. Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools. Nothing is generated while you play. The game ships no AI models and makes no network connections.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Real Zombie Survivors In-game content arttext | We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics. | GAMIKE | - | Sep 28, 2026 | |
Not Musical Chairs Dev only code | AI was used in developing game mechanics, primarily coding. Human reviewed code. | CCG | - | Sep 28, 2026 | |
Camping Resort Simulator In-game content artaudiotext | Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play. | Cottondream Studios | - | Sep 28, 2026 | |
MoonDoku In-game content artaudio | I made MoonDoku's music, its world backdrops, and some of its other art and sound effects with generative AI tools. Nothing is generated while you play, and the game never connects to an AI service. | Altamont Interactive | - | Sep 28, 2026 | |
Blocks vs. Monsters Store/marketing art | This game used generative AI for the game logo | Overflow Interactive | - | Sep 28, 2026 | |
Battle Quads Store/marketing art | Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer.
No generative AI is used during gameplay. | Millenary Games | - | Sep 28, 2026 | |
DogaakDogaak In-game content arttext | Parts of this app were made with generative AI.
- Artwork: the store images, and the thumbnail art for the sound packs the developer publishes to the Steam Workshop, were created with AI image tools.
- Text: the store description and the in-app interface text were drafted and translated with AI assistance.
All keyboard sounds are recordings captured from real keyboards - none of the audio is AI-generated. The app does not generate any content while it runs, and it does not connect to any AI service. | Natdal | - | Sep 28, 2026 | |
Soap Soup Tycoon Dev only art | Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led. | Cosnyx Studios | - | Sep 28, 2026 | |
中国式青训 In-game content art | Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey. | JZHL | - | Sep 28, 2026 | |
NARON In-game content text | I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages. | TIDERAFT | - | Sep 28, 2026 | |
Adventures of Mack In-game content arttext | Some background and minor graphics are done with AI. All translations are done with AI. | Armand Tyberiusz Molinski | - | Sep 28, 2026 | |
tiny desktop pals Unclear | AI tools were used in the development of this project | Penyo | 26 | Sep 28, 2026 | |
Gunsfield Store/marketing art | Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools. | 047 Game Studios | - | Sep 28, 2026 | |
AQUA FALL In-game content text | - Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions. | tatsumaki games | - | Sep 28, 2026 | |
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Phroller Dev only text | As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic! | Phroller.com | - | Sep 28, 2026 | |
Sign It In-game content artaudio | Some of the art assets and music in this game are generated by AI. | G-Yao | - | Sep 28, 2026 | |
Forge In Hand In-game content artaudio | The game used AI generated assets. Including Artwork and Audio. | Steve_BBQ | - | Sep 28, 2026 | |
Ant Clicker In-game content artaudiotextcode | Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play. | Bryan Wrinkle | - | Sep 28, 2026 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
The White Lamb: No Shelter In-game content audio | A small number of in-game sound effects were produced with AI assistance. | Zashmuha | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 | |
Lost in the Blizzard Abyss In-game content art | Pre-generated generative AI was used to create some 2D visual assets, including selected in-game sign textures and store/marketing artwork. No generative AI is used during gameplay. | RFK Immersive Spirit Works | - | Sep 27, 2026 | |
GemCremental Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Sep 27, 2026 | |
Metromino In-game content art | Generative AI was used for some 2D game assets, which were reviewed and edited by the developer. No AI content is generated during gameplay. | codebooster | - | Sep 27, 2026 | |
Greenfire Store/marketing arttext | Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services. | Lee Doren | - | Sep 27, 2026 | |
Pioneer Venture: Echo In-game content artaudiotext | Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime. | destinyhworld | - | Sep 27, 2026 | |
101 Circuits In-game content audiocode | AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language. | Chilling Moose Games | - | Sep 27, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
Cascade In-game content artaudiotext | Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay. | 14Dimension Enterprise | - | Sep 27, 2026 | |
鬆獅蜥育成所 In-game content arttext | Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services. | KOKUTAN GAMES | - | Sep 27, 2026 | |
Hollowfall In-game content art | Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay. | Afterlight Games | - | Sep 27, 2026 | |
Vamblo In-game content artaudiotext | Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay. | firearlydev | - | Sep 27, 2026 | |
午后有喵 -Afternoon Paws- In-game content arttext | Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay. | Leon Studio | - | Sep 27, 2026 | |
Strive Card In-game content artaudiotext | During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks. | 赤兔工作室 | - | Sep 27, 2026 | |
HEXPANSE In-game content artaudiotext | Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game. | Seedforge Studio | - | Sep 27, 2026 | |
Roll Pick Go! In-game content arttext | Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay. | GGMCO | - | Sep 27, 2026 | |
Pickleball Tycoon In-game content artaudiotext | Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play. | Santiago Piedras Gonzalez | - | Sep 27, 2026 | |
Project Neko In-game content arttext | AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay. | Nuclear Kitty Games | - | Sep 27, 2026 | |
Suspencil Live AI audioarttext | This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay. | KUROKIRI GAMES | - | Sep 27, 2026 | |
Tamagong In-game content textaudioart | Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations. | rigelriv | - | Sep 27, 2026 | |
Path & Match In-game content artaudio | Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay. | RK9 Games | - | Sep 27, 2026 | |
Wrecked District In-game content art | Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay | Sergei Dovidenko | - | Sep 27, 2026 | |
Distributed Shield In-game content arttext | Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery. | Future Sync Technologies | - | Sep 27, 2026 | |
Stellarite Miner In-game content text | The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans. | Rising Moon Games | 10 | Sep 27, 2026 | |
The Path of Glass In-game content art | The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me.
This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing. | Biesro | - | Sep 27, 2026 | |
Dino Warband In-game content arttext | Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime. | Slate Relay | - | Sep 27, 2026 | |
HYALOSFALL In-game content audiotext | HYALOSFALL uses generative AI in part of its audio and text.
Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces.
Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand.
Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok.
Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools.
Nothing is generated while you play. The game ships no AI models and makes no network connections. | NORBILANDIA | - | Sep 27, 2026 |