Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
- Creator
- RODRIK LTD
- Reviews
- -
- Added
- Oct 9, 2026
Public Steam disclosure research 25,380 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.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer.
AI tools were used to help with the game's localization and parts of the music
All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game. Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing.
All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer.
Generative AI was used to make 2D sprites
Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay.
Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game.
Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu. 81 I create the basic graphics myself, then use AI for detailed refinement and mass production. For sound, I use assets generated on AI platforms that permit commercial use.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread.
AI tools assisted with development, including Steam store-page and marketing text.
Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions.
All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game. To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord!
Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations
Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services.
AI was used for translation, to check terminology consistency, and to translate Steam store descriptions.
Some sound resources contain AI-generated music.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
The game's translations were generated using AI and then proofread.
Some assets and localization content in Idle Clicker Tower were created with the support of generative artificial intelligence tools during development. This includes assistance with translations and localized text for all supported languages. All content included in the final version was manually reviewed, selected, corrected, and edited to ensure visual consistency, linguistic accuracy, quality, and suitability for the final product.
The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play.
The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play.
I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people.
This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers.
The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists.
Some AI was used in the development of this game.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Cover art made with the help of AI tools.
Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs.
Some of the artwork (including store art) and the music were created with the help of generative AI tools, then selected and edited by the developer. Translations were also prepared with AI assistance. No AI content is generated while you play.
Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
All images on the Steam page were created using AI.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
As a solo developer AI helped me with: - fine tuning text and Steam store descriptions - solve complex coding issues - visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools
AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play.
Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players.
Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service. The music is synthesized from hand-written scores and is not AI audio.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Taskbar Cat uses pre-generated AI-assisted artwork, cat and prop animation sprites, some cat sound effects, and promotional artwork. These assets were edited and assembled during development. The game does not generate AI content or connect to an AI service during gameplay.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer.
Graphic Sound Code
AI aided the production of the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Metro. Manage the Underground In-game content arttext | Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services. | RODRIK LTD | - | Oct 9, 2026 | |
Oystrike In-game content art | Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer. | Mostly Accidental | - | Oct 9, 2026 | |
Wobble In-game content textaudio | AI tools were used to help with the game's localization and parts of the music | ThreePlate | - | Oct 9, 2026 | |
Rind Town In-game content art | All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game.
Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing. | Sehr Games | - | Oct 9, 2026 | |
Cute Kitty WAR In-game content artaudiotext | All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer. | SAMBEAN | - | Oct 9, 2026 | |
Fortune Tree In-game content art | Generative AI was used to make 2D sprites | R.H. Industries | - | Oct 9, 2026 | |
Verdict of the Forge In-game content artaudiocode | Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay. | 航海工作室 | - | Oct 9, 2026 | |
OmniMart Tycoon Store/marketing art | Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game. | sugames | - | Oct 9, 2026 | |
みならい王子のみならい防衛 In-game content artaudio | Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu.
81
I create the basic graphics myself, then use AI for detailed refinement and mass production.
For sound, I use assets generated on AI platforms that permit commercial use. | FoZon | - | Oct 9, 2026 | |
Sea of Silence In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players. | zyc_zzmzs@163.com | - | Oct 9, 2026 | |
再再启程 One Way Tickets In-game content text | Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread. | Future Tech. | - | Oct 8, 2026 | |
the moon is a gun Store/marketing text | AI tools assisted with development, including Steam store-page and marketing text. | Ember Bee | - | Oct 8, 2026 | |
TitleIt! Live AI arttext | Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions. | Seleccionados | - | Oct 8, 2026 | |
Loot Goblins In-game content text | All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game.
To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord! | SunWillShineGames | - | Oct 8, 2026 | |
Landlord Simulator In-game content audioarttext | Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations | BeyondPlanet | 32 | Oct 8, 2026 | |
GORA In-game content arttext | Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services. | Saleen | - | Oct 8, 2026 | |
Bore Bore In-game content text | AI was used for translation, to check terminology consistency, and to translate Steam store descriptions. | YMY Games | - | Oct 8, 2026 | |
PhantomGaze : Omni-sight In-game content audio | Some sound resources contain AI-generated music. | ConcentGames | - | Oct 8, 2026 | |
Myrridon In-game content art | We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits. | 3AM Games | - | Oct 8, 2026 | |
Derail Party In-game content text | The game's translations were generated using AI and then proofread. | AlexBZicker | - | Oct 8, 2026 | |
Idle Clicker Tower In-game content text | Some assets and localization content in Idle Clicker Tower were created with the support of generative artificial intelligence tools during development. This includes assistance with translations and localized text for all supported languages. All content included in the final version was manually reviewed, selected, corrected, and edited to ensure visual consistency, linguistic accuracy, quality, and suitability for the final product. | Happy Train Games | - | Oct 8, 2026 | |
Don't Rob My Dungeon In-game content artaudio | The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play. | Highlander Interactive | - | Oct 7, 2026 | |
Up the Great Oak In-game content arttext | The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play. | Andrey Drobovich | - | Oct 7, 2026 | |
Scrap Horizon In-game content artaudiotext | I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people. | Kattwinkel IT & Games | - | Oct 7, 2026 | |
Desk Pixie In-game content arttextcode | This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers. | ByndWalker | - | Oct 7, 2026 | |
Zero League In-game content textcode | The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists. | Zeromossdev | - | Oct 7, 2026 | |
Jacks are Better Unclear | Some AI was used in the development of this game. | overmorrow LLC | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
Grog & Grudges Store/marketing art | Cover art made with the help of AI tools. | Akin Games | - | Oct 7, 2026 | |
Padel Manager 27 In-game content audiotext | Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs. | Sácame de Pobre SA | - | Oct 7, 2026 | |
The Fog & Flask In-game content artaudiotext | Some of the artwork (including store art) and the music were created with the help of generative AI tools, then selected and edited by the developer. Translations were also prepared with AI assistance. No AI content is generated while you play. | RedRock Games | - | Oct 7, 2026 | |
BOOMSWEEPER In-game content artaudiotext | Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Biggietronics | - | Oct 7, 2026 | |
Little Spring Store/marketing art | All images on the Steam page were created using AI. | LazyKraken | - | Oct 7, 2026 | |
Arche PG In-game content artaudio | Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play. | Battle Of Plans | - | Oct 7, 2026 | |
Iwanu Ga Hana In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
Townworks Store/marketing textcode | As a solo developer AI helped me with:
- fine tuning text and Steam store descriptions
- solve complex coding issues
- visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools | Ocelli | - | Oct 7, 2026 | |
Horde Lab In-game content artaudiotext | AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play. | MurzaGames | - | Oct 7, 2026 | |
The Debt of Chronos In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players. | NozKaia Games | - | Oct 7, 2026 | |
My Own Roguelike: RPG In-game content audiotext | Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer. | DGSTUDIO | - | Oct 7, 2026 | |
Waxpack In-game content art | The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service.
The music is synthesized from hand-written scores and is not AI audio. | Cedarlight Studios | - | Oct 7, 2026 | |
Deckbound In-game content arttext | Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time. | Yuri Murray-Alves | - | Oct 7, 2026 | |
Taskbar Cat In-game content artaudio | Taskbar Cat uses pre-generated AI-assisted artwork, cat and prop animation sprites, some cat sound effects, and promotional artwork. These assets were edited and assembled during development. The game does not generate AI content or connect to an AI service during gameplay. | nxrankstudio | - | Oct 7, 2026 | |
Apex Armada In-game content artaudiocode | As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game. | Max Q Games | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
東方棄珠録 In-game content art | Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer. | ノーズアンダーザブラック | - | Oct 7, 2026 | |
Fliegeralarm audiocode | Graphic
Sound
Code | Fliegeralarm Games | - | Oct 7, 2026 | |
Arena Invaders Unclear | AI aided the production of the game. | PD Design Studio | - | Oct 7, 2026 | |
Jin Gambit In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay. | Dratiny Studio | - | Oct 7, 2026 | |
HAMSTER WHEEL ISEKAI In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
새벽별 고양이 Store/marketing art | Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI. | 나인티세븐스스튜디오 | - | Oct 7, 2026 |