Translation of the store page from Japanese to English.
- Creator
- Hakomast
- Reviews
- -
- Added
- Sep 4, 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.
Translation of the store page from Japanese to English.
Artificial intelligence tools were utilized solely in the creation of certain promotional materials, including the game logo and Steam library artwork.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses. Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one. The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI. I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
Generative AI tools were used to assist in the creation of certain pre-generated 2D artwork and visual assets during development. AI-assisted artwork is reviewed, edited, and integrated by the development team to maintain the game's intended visual style and quality. No generative AI content is created live during gameplay
Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay.
Hi everyone. I want to be open about how this game was made and why generative AI was used. Aika Was Supposed to Die began as a story that I wrote and developed over more than two years. The world, characters, dialogue, themes, and narrative direction were all written by me. I cared deeply about this story, and eventually I felt that a visual novel would be the best way to bring it to life. As an independent developer working with a limited budget, hiring a full team of artists is not financially possible for me right now. I greatly value human-made art and the work of professional artists. I am also a 3D artist who works with Unreal Engine, so this is something I genuinely care about. Rather than leave the story untold, I chose to use generative AI as part of the visual production process. The game’s images and video assets were created with the assistance of generative AI tools. However, I did not want that to become an excuse for delivering something careless or low-quality. In fact, having access to these tools encouraged me to be as ambitious as possible with the project. I created and refined a large number of images and animated sequences to give the game a richer and more cinematic presentation. Every asset was carefully directed, selected, edited, revised, and manually integrated into the story, with the goal of providing players with a cohesive, polished, and emotionally engaging experience. The writing, narrative design, scene direction, timing, editing, and final creative decisions were all handled by humans. Generative AI was used as a production tool, not as a replacement for authorship, creative direction, or care. No AI content is generated during gameplay. If the game becomes successful enough to support a larger production, I would love to work with professional artists on future chapters. Until then, this approach has allowed me to share a story that means a great deal to me while doing everything within my reach to make the final experience cohesive, personal, and emotionally meaningful. Thank you for giving this story a chance.
Generative AI was used to assist in creating certain 2D graphical assets / UI icons / background art in the game.
Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay.
The store page and library artwork (capsule images, library hero, and the game logo) were created using a generative AI image tool, then cropped, colour-corrected and composited by hand to meet Steam's asset specifications. No AI-generated content ships inside the game itself. All in-game visuals, audio, shaders and level layout are generated procedurally by the game's own code, or hand-written.
AI Disclosure WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style. The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Generative AI tools were used during development to assist in the creation of selected background images, illustrations, character assets, UI assets, rhythm game music, and background music. These are pre-generated assets included with the game. No generative AI is used to create content during gameplay, and the game does not connect to external AI services while being played.
AI-assisted development tools were used during production to help write game code, in-game text, and the English localization. All AI-assisted content was reviewed and tested by the developer.
Generative AI used for Audio narration
Some scenes cleaned up
Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime.
During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity. — Esra Soner (Catstanbul's Developer)
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization).
Game code and ui was assisted with Claude
Some, unavoidable, AI was used to generate this game. It's my first and it's just me.
this game is made by ai
A large chunk of the netcode was ai assisted as well as many in game features
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay.
Some static art used OpenAI; no runtime AI.
We use ai only for storepage assets
Generative AI tools were used during development to assist with portions of the game's code and some in-game text, including interface descriptions and procedural name pools. All AI-assisted content was reviewed, edited, and tested by the developer before inclusion.
Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world.
Shirt Happens! was made with the help of generative AI. We used it to write and review code, to bring the game's mechanics online, to support our UI work, to generate visual assets and reference images for our 2D and 3D art, to draft written text including parts of this store page, and as a sounding board for design ideas. Everything it produced was reviewed, edited and finished by us before it shipped.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
Some UI designs in the game are generated using AI
We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule. The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team. We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too. The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
部分背景音乐由人工智能生成。
Generative artificial intelligence was used to generate some marketing materials such as capsule art as well as some icons.
Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design.
received help from AI for localization and code writing.
Post 2026 Code
Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay.
AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer. No AI-generated graphics, music, audio, or live content generation are used in the game.
Generative AI was used only for programming assistance and localization. No generative AI was used for artwork, music, or sound effects.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
Some of the art scenes and music in this game are created using AI assistance.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools. Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images
Game Title itself is generated by AI and will be changed before demo release.
We used generative AI to create artwork for this store page and for promotional materials. All generated material was reviewed and adjusted by humans before use. No content is generated by AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Circle to another motion general | Translation of the store page from Japanese to English. | Hakomast | - | Sep 4, 2026 | |
Megastore Chaos Store/marketing art | Artificial intelligence tools were utilized solely in the creation of certain promotional materials, including the game logo and Steam library artwork. | Dynamic Dice | - | Sep 4, 2026 | |
Armada Ascendant In-game content art | The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward. | aeronothis | - | Sep 4, 2026 | |
Bridge Of The Wild In-game content art | Generative AI tools were used to assist in the creation of certain pre-generated 2D artwork and visual assets during development. AI-assisted artwork is reviewed, edited, and integrated by the development team to maintain the game's intended visual style and quality. No generative AI content is created live during gameplay | Favor Games | - | Sep 4, 2026 | |
骰御三军:三国 In-game content artaudiotextcode | Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay. | 青岚 | - | Sep 4, 2026 | |
Aika Was Supposed to Die In-game content art | Hi everyone. I want to be open about how this game was made and why generative AI was used.
Aika Was Supposed to Die began as a story that I wrote and developed over more than two years. The world, characters, dialogue, themes, and narrative direction were all written by me. I cared deeply about this story, and eventually I felt that a visual novel would be the best way to bring it to life.
As an independent developer working with a limited budget, hiring a full team of artists is not financially possible for me right now. I greatly value human-made art and the work of professional artists. I am also a 3D artist who works with Unreal Engine, so this is something I genuinely care about.
Rather than leave the story untold, I chose to use generative AI as part of the visual production process. The game’s images and video assets were created with the assistance of generative AI tools. However, I did not want that to become an excuse for delivering something careless or low-quality. In fact, having access to these tools encouraged me to be as ambitious as possible with the project.
I created and refined a large number of images and animated sequences to give the game a richer and more cinematic presentation. Every asset was carefully directed, selected, edited, revised, and manually integrated into the story, with the goal of providing players with a cohesive, polished, and emotionally engaging experience.
The writing, narrative design, scene direction, timing, editing, and final creative decisions were all handled by humans. Generative AI was used as a production tool, not as a replacement for authorship, creative direction, or care. No AI content is generated during gameplay.
If the game becomes successful enough to support a larger production, I would love to work with professional artists on future chapters. Until then, this approach has allowed me to share a story that means a great deal to me while doing everything within my reach to make the final experience cohesive, personal, and emotionally meaningful.
Thank you for giving this story a chance. | AGA PRODUCOES LTDA | - | Sep 4, 2026 | |
Roll them all In-game content art | Generative AI was used to assist in creating certain 2D graphical assets / UI icons / background art in the game. | Plantaznik_CZ | - | Sep 4, 2026 | |
Human Protocol Dev only art | Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay. | IONAR Studio Games | - | Sep 4, 2026 | |
Skyreach Store/marketing art | The store page and library artwork (capsule images, library hero, and the game
logo) were created using a generative AI image tool, then cropped, colour-corrected
and composited by hand to meet Steam's asset specifications.
No AI-generated content ships inside the game itself. All in-game visuals, audio,
shaders and level layout are generated procedurally by the game's own code, or
hand-written. | John | - | Sep 4, 2026 | |
WinterCore Store/marketing art | AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly. | DARKDUST INTERACTIVE | - | Sep 4, 2026 | |
V.E.L.O. In-game content artaudio | Generative AI tools were used during development to assist in the creation of selected background images, illustrations, character assets, UI assets, rhythm game music, and background music. These are pre-generated assets included with the game. No generative AI is used to create content during gameplay, and the game does not connect to external AI services while being played. | PROJECT: V.E.L.O. | - | Sep 4, 2026 | |
PALM CITY In-game content text | AI-assisted development tools were used during production to help write game code, in-game text, and the English localization. All AI-assisted content was reviewed and tested by the developer. | ELVORIS | - | Sep 4, 2026 | |
Free Company In-game content audio | Generative AI used for Audio narration | Refx7 Games | - | Sep 4, 2026 | |
Vacation Adventures: Park Ranger Mega Bundle Unclear art | Some scenes cleaned up | Casual Arts | - | Sep 4, 2026 | |
日落萍江 In-game content artcode | Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay. | 大狙 | - | Sep 4, 2026 | |
Click Start In-game content artaudio | Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime. | Tech-AM Studio | - | Sep 4, 2026 | |
Catstanbul Dev only art | During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity.
— Esra Soner (Catstanbul's Developer) | Esra Soner | - | Sep 4, 2026 | |
HELL IS FUEL In-game content arttextaudiocode | Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service. | GlobalTech LLC | - | Sep 4, 2026 | |
GridEnergy In-game content codetext | Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization). | General Studios | - | Sep 4, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 | |
Kamikaze Dolphin Unclear | Some, unavoidable, AI was used to generate this game. It's my first and it's just me. | MuldersreVenge | - | Sep 4, 2026 | |
mechakucha pakurion Unclear | this game is made by ai | KCKCKCKC | - | Sep 4, 2026 | |
Anispo In-game content code | A large chunk of the netcode was ai assisted as well as many in game features | Devin Nickell | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 | |
Dodgeball Bash Store/marketing artcode | Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay. | SaltyGames | - | Sep 4, 2026 | |
Noodle Go! In-game content art | Some static art used OpenAI; no runtime AI. | Mala Games | - | Sep 4, 2026 | |
Beellionaire Idle In-game content arttext | We use ai only for storepage assets | Ravenholm Interactive | - | Sep 4, 2026 | |
装甲生涯 In-game content textcode | Generative AI tools were used during development to assist with portions of the game's code and some in-game text, including interface descriptions and procedural name pools. All AI-assisted content was reviewed, edited, and tested by the developer before inclusion. | FurAnt | - | Sep 4, 2026 | |
Brainrot Fire In-game content text | Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world. | Rixn Games | - | Sep 4, 2026 | |
Shirt Happens! Dev only arttextcode | Shirt Happens! was made with the help of generative AI. We used it to write and review
code, to bring the game's mechanics online, to support our UI work, to generate visual
assets and reference images for our 2D and 3D art, to draft written text including parts
of this store page, and as a sounding board for design ideas. Everything it produced was
reviewed, edited and finished by us before it shipped. | Duigrind | - | Sep 4, 2026 | |
Neural Defense In-game content audioarttextcode | Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release. | Synapse Game Studios | - | Sep 4, 2026 | |
雾山古董店 In-game content art | Some UI designs in the game are generated using AI | Sanxian | - | Sep 4, 2026 | |
DEEPWARD Store/marketing art | We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist. | ECHOFALL GAMES | - | Sep 4, 2026 | |
无名作 In-game content audio | 部分背景音乐由人工智能生成。 | 单刀双掷 | - | Sep 4, 2026 | |
Offworlders: Galactic Ventures In-game content art | Generative artificial intelligence was used to generate some marketing materials such as capsule art as well as some icons. | Snowchimp Interactive | - | Sep 4, 2026 | |
Ax RPG II In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running. | GGGsoft5 | - | Sep 4, 2026 | |
Planet Sweep Company In-game content art | Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay. | RealityMakerLab | - | Sep 4, 2026 | |
Eternal Rift Defense In-game content artaudiocode | Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design. | MagmaBear Games | - | Sep 4, 2026 | |
SCREENSIDE FISHER In-game content codetext | received help from AI for localization and code writing. | 032 | - | Sep 4, 2026 | |
Spiritual Mesh Theory Unclear | Post 2026 Code | wozitdev | - | Sep 4, 2026 | |
Aetherion Store/marketing artcode | Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay. | AiirolDev | - | Sep 4, 2026 | |
Harvest Scream In-game content text | AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer.
No AI-generated graphics, music, audio, or live content generation are used in the game. | Green Vector Games | - | Sep 3, 2026 | |
Dice Tiny Town In-game content codetext | Generative AI was used only for programming assistance and localization. No generative AI was used for artwork, music, or sound effects. | Lazini | - | Sep 3, 2026 | |
Medusa Crisis In-game content text | Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done. | Crimsonren | - | Sep 3, 2026 | |
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
幻世英雄传说 In-game content artaudio | Some of the art scenes and music in this game are created using AI assistance. | 唐汉昌荣工作室 | - | Sep 3, 2026 | |
Europae Invicta: Pike and Shot In-game content textart | The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets. | Puntigames | - | Sep 3, 2026 | |
Croissant Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images | C51 Games | - | Sep 3, 2026 | |
Take That Shot Dev only text | Game Title itself is generated by AI and will be changed before demo release. | Triarch Interactive | - | Sep 3, 2026 | |
Midnight Toybox Store/marketing art | We used generative AI to create artwork for this store page and for promotional
materials. All generated material was reviewed and adjusted
by humans before use. No content is generated by AI during gameplay. | Rabidbit | - | Sep 3, 2026 |