Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay.
- Creator
- syunpp
- Reviews
- -
- Added
- Jun 27, 2026
Public Steam disclosure research 25,706 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.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay.
Hey everyone! I’m incredibly excited to finally bring this factory game to Steam. To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation. Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code.
How generative AI is used in this game: 1. Pre-generated Content This game was fully developed without manual human intervention using generative AI tools. Code & Development: The entire codebase, programming logic, user interface, and system architecture were 100% written by AI coding assistants. Design & Assets: All visual elements, text, menus, and UI components were pre-generated using generative AI. 2. Live-generated Content The core gameplay revolves around an interactive AI companion ("AI Buddy"). Real-time Interaction: All dialogues, responses, personality traits, and interactions of the AI Buddy are generated live and dynamically during gameplay using a Large Language Model (LLM). Safety & Guardrails: The game utilizes integrated safety filters and guardrails provided by the AI model. This strictly ensures that the live-generated content does not produce any illegal, hateful, copyrighted, or inappropriate material.
This game does not use live generative AI during gameplay. Some pre-rendered marketing and store page images, including capsule/community artwork, were created with generative AI assistance and then reviewed/selected by the developer before use. No player-facing content is generated dynamically by AI at runtime.
Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer.
AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay.
Splatapult contains generative AI Art
Some store assets (images/logos) were created with the use of AI.
Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools.
Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made.
This game does not use Live-Generated AI during gameplay. The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running. Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build. All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay
Some in-game art assets have been generated using AI.
Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer.
Some of the visual assets in Iron Ledger, including the game icon and splash/menu artwork, were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed and curated by the developer. No AI-generated content is produced live during gameplay.
This project uses a mix of human-made and AI-assisted content. The majority of visual assets are human-made. Some 3D character models, item models, and textures were generated with the help of AI tools. All animation, audio, music, sound design, and writing are entirely human-made.
Most of the code and game assets are AI-generated.
Only use generative AI to assist in programming.
Background and Logo created by ai.
Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay.
商店页面和营销素材由AI生成
Scenes, cat sleeping animation (not idle animation), some furniture
We use AI image tools during concept and ideation. Final in-game assets are produced and finished by hand by our artists, with AI-assisted elements reviewed, edited, and approved before release. No content is generated live during gameplay
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
OrderlyWorld currently uses a limited number of pre-generated AI visual assets in the development build and store materials, including the main menu background. These assets are static and curated by the developer. The game does not generate content during play or connect to external AI services.
This work includes content generated by AI for coding assistance.
Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing.
We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production. Where AI Was Used A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style. Where AI Was Not Used All of the core creative work in Golden Years is fully handcrafted. This includes: Level design and layout Atmosphere, lighting, and mood Gameplay systems and mechanics Environmental storytelling Overall direction and feel of the game No AI tools were used to design gameplay, build levels, or shape the game's atmosphere. Store Page and Descriptions Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game. Gameplay Logic AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented.
There may be assets/code created by generative AI.
game cover and menu music .only
Contains AI-generated music and audio heard on the game radio.
This game currently uses AI-generated artwork for its Steam capsule images. No AI-generated art is used anywhere in the game itself, including gameplay, environments, UI, or other in-game assets.
AI services have been used for both code and asset generation in this game.
Code written with AI assistance. Use AI to generate descriptions for planets.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
Playstories uses live-generated AI during gameplay to create fictional interactive story prose, dialogue, player choices, scene keywords, branching follow-up scenes, and optional scene images from player prompts and actions through novelai.ai. AI does not control purchases, account actions, executable code, or system-level behavior.
Some textures and translations in this game were created with the assistance of AI
Some of the more outlandish in-game visual assets were generated using AI.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
Ai is used to polish the content of Store page and in-game text. AI is also used to generate all graphical assets (the spray gun icon in capsule, achievement icons, in-game icons, etc).
AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist.
This game uses AI language models to generate real-time conversational text content during gameplay. Players interact with AI-powered desktop companions through text chat. The AI responses are generated either locally on the player's PC or through optional cloud AI services (such as OpenAI, Deepseek, etc.). All AI-generated content consists of text-based conversations only — no AI-generated images, audio, or video are used.
Some of the game’s graphics were created with the support of AI tools.
Select visual elements created with the help of AI tools.
This game uses generative AI for a limited number of in-game decorative assets, primarily image materials such as posters.
This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
The images in this app are generated by AI, as are the images in the store and asset library.
Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images).
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Taskbar Caravan Store/marketing text | Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay. | syunpp | - | Jun 27, 2026 | |
FACTORY I Dev only code | Hey everyone! I’m incredibly excited to finally bring this factory game to Steam.
To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation.
Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code. | Studio H.D | - | Jun 27, 2026 | |
Nubo – Your Screen Friend Live AI arttextcode | How generative AI is used in this game:
1. Pre-generated Content
This game was fully developed without manual human intervention using generative AI tools.
Code & Development: The entire codebase, programming logic, user interface, and system architecture were 100% written by AI coding assistants.
Design & Assets: All visual elements, text, menus, and UI components were pre-generated using generative AI.
2. Live-generated Content
The core gameplay revolves around an interactive AI companion ("AI Buddy").
Real-time Interaction: All dialogues, responses, personality traits, and interactions of the AI Buddy are generated live and dynamically during gameplay using a Large Language Model (LLM).
Safety & Guardrails: The game utilizes integrated safety filters and guardrails provided by the AI model. This strictly ensures that the live-generated content does not produce any illegal, hateful, copyrighted, or inappropriate material. | Sven Binder | - | Jun 27, 2026 | |
Juice Stand Tycoon Store/marketing art | This game does not use live generative AI during gameplay. Some pre-rendered marketing and store page images, including capsule/community artwork, were created with generative AI assistance and then reviewed/selected by the developer before use. No player-facing content is generated dynamically by AI at runtime. | TreeByte Software | - | Jun 16, 2026 | |
Weird Water World Store/marketing artcode | Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer. | Castle Golborg | - | Jun 16, 2026 | |
Expat Manager In-game content art | AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay. | CIP Dynamics | - | Jun 16, 2026 | |
Splatapult Store/marketing art | Splatapult contains generative AI Art | Recoil Mojo | - | Jun 16, 2026 | |
Renz Tower Defense Store/marketing art | Some store assets (images/logos) were created with the use of AI. | Logan Renz | - | Jun 16, 2026 | |
CryptoGrid In-game content artcode | Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools. | TELSON INTERACTIVE | - | Jun 16, 2026 | |
Cosy Space In-game content art | Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made. | Null8Fünfzehn Studios | - | Jun 16, 2026 | |
Pop Star Life In-game content art | This game does not use Live-Generated AI during gameplay.
The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running.
Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build.
All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay | Rakun Interactive | - | Jun 16, 2026 | |
Wall Street 1929 In-game content art | Some in-game art assets have been generated using AI. | MindDream Game Studios | - | Jun 16, 2026 | |
On Hold Store/marketing art | Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer. | Throwdown Games | - | Jun 16, 2026 | |
Iron Ledger In-game content art | Some of the visual assets in Iron Ledger, including the game icon and splash/menu artwork, were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed and curated by the developer. No AI-generated content is produced live during gameplay. | Comfort Sibanda | - | Jun 16, 2026 | |
On & Under In-game content art | This project uses a mix of human-made and AI-assisted content. The majority of visual assets are human-made. Some 3D character models, item models, and textures were generated with the help of AI tools. All animation, audio, music, sound design, and writing are entirely human-made. | Crabtr1 | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
Alchemist's Arcana Dev only code | Only use generative AI to assist in programming. | WeaveGameStudio | - | Jun 16, 2026 | |
Used Car Dealer Simulator Store/marketing art | Background and Logo created by ai. | Lotwise Games | - | Jun 16, 2026 | |
Way of the Wind In-game content arttext | Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay. | WastedWaffle | - | Jun 16, 2026 | |
英雄冒险团 Store/marketing art | 商店页面和营销素材由AI生成 | Adventures of Heroes | - | Jun 16, 2026 | |
陋室与猫 Unclear art | Scenes, cat sleeping animation (not idle animation), some furniture | Cats Save the World Studio | - | Jun 16, 2026 | |
Bowling Alley Simulator In-game content art | We use AI image tools during concept and ideation. Final in-game assets are produced and finished by hand by our artists, with AI-assisted elements reviewed, edited, and approved before release. No content is generated live during gameplay | Vulcron | - | Jun 16, 2026 | |
The Art Keeper In-game content artaudiotextcode | Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer. | Faded Canvas Studio | - | Jun 16, 2026 | |
OrderlyWorld In-game content art | OrderlyWorld currently uses a limited number of pre-generated AI visual assets in the development build and store materials, including the main menu background. These assets are static and curated by the developer. The game does not generate content during play or connect to external AI services. | OrderlyWorld | - | Jun 16, 2026 | |
Tiny Wilds Simulator Dev only code | This work includes content generated by AI for coding assistance. | MikageGames | - | Jun 16, 2026 | |
Singularity Echoes In-game content art | Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing. | Null Axiom | - | Jun 15, 2026 | |
Golden Years Nursing Home In-game content art | We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production.
Where AI Was Used
A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style.
Where AI Was Not Used
All of the core creative work in Golden Years is fully handcrafted. This includes:
Level design and layout
Atmosphere, lighting, and mood
Gameplay systems and mechanics
Environmental storytelling
Overall direction and feel of the game
No AI tools were used to design gameplay, build levels, or shape the game's atmosphere.
Store Page and Descriptions
Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game.
Gameplay Logic
AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented. | Iron Tank Studios | - | Jun 15, 2026 | |
I'd Like to Know More About You Unclear | There may be assets/code created by generative AI. | Bauta Studio | - | Jun 15, 2026 | |
STATE Z In-game content audio | game cover and menu music .only | TEDLANDGAMES STUDIO | - | Jun 15, 2026 | |
Mic Simulator In-game content audio | Contains AI-generated music and audio heard on the game radio. | Almost Nice Games | - | Jun 15, 2026 | |
All Vans on Deck Store/marketing art | This game currently uses AI-generated artwork for its Steam capsule images.
No AI-generated art is used anywhere in the game itself, including gameplay, environments, UI, or other in-game assets. | cofnusedSoul | - | Jun 15, 2026 | |
Railroad Rummy In-game content artcode | AI services have been used for both code and asset generation in this game. | Aterx Hobby | - | Jun 15, 2026 | |
Star Colony Unclear codetext | Code written with AI assistance.
Use AI to generate descriptions for planets. | Gumou | - | Jun 15, 2026 | |
Calmaria: Wild Growth In-game content arttext | Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players. | Ryzo Harbor | - | Jun 14, 2026 | |
入戏 Live AI textart | Playstories uses live-generated AI during gameplay to create fictional interactive story prose, dialogue, player choices, scene keywords, branching follow-up scenes, and optional scene images from player prompts and actions through novelai.ai. AI does not control purchases, account actions, executable code, or system-level behavior. | airmusic@msn.com | - | Jun 14, 2026 | |
夏凜銀幣之庭 In-game content arttext | Some textures and translations in this game were created with the assistance of AI | Crystal Umbrella Studio | - | Jun 14, 2026 | |
Psycho Crab In-game content art | Some of the more outlandish in-game visual assets were generated using AI. | Walugus Grudenburg | - | Jun 14, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Haven Restored In-game content arttext | Ai is used to polish the content of Store page and in-game text. AI is also used to generate all graphical assets (the spray gun icon in capsule, achievement icons, in-game icons, etc). | Perseverance Games | - | Jun 14, 2026 | |
Signs and Seasons In-game content artaudio | AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist. | Great Wall Studio | - | Jun 13, 2026 | |
Her Remember You Live AI text | This game uses AI language models to generate real-time conversational text content during gameplay. Players interact with AI-powered desktop companions through text chat. The AI responses are generated either locally on the player's PC or through optional cloud AI services (such as OpenAI, Deepseek, etc.). All AI-generated content consists of text-based conversations only — no AI-generated images, audio, or video are used. | Huiyu | - | Jun 13, 2026 | |
Droga Do Pałacu In-game content art | Some of the game’s graphics were created with the support of AI tools. | BrzózkaTV | - | Jun 13, 2026 | |
Australian Federation In-game content art | Select visual elements created with the help of AI tools. | Diverse Interactive | - | Jun 13, 2026 | |
感染病棟 In-game content art | This game uses generative AI for a limited number of in-game decorative assets, primarily image materials such as posters. | SakiGames | - | Jun 13, 2026 | |
星神话物语:征途 In-game content art | This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers. | 强酸工作室 | - | Jun 13, 2026 | |
삼국지 클래식 (Three Kingdoms Classic) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | SEEAT | 122 | Jun 13, 2026 | |
Altus Chess-Archaic Beginnings In-game content art | All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI. | Anonymous | - | Jun 13, 2026 | |
打小人 Store/marketing art | The images in this app are generated by AI, as are the images in the store and asset library. | Alright Peaches Studio | - | Jun 12, 2026 | |
Dynasty! In-game content audioarttext | Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images). | newberry94005 | - | Jun 12, 2026 | |
Wealth of Nations: Economic Strategy In-game content arttext | Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers. | WoN | - | Jun 12, 2026 |