Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
- Creator
- PlayPartyGames
- Reviews
- -
- Added
- Oct 3, 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 tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
Generative AI was used during development to create the mascot and some promotional artwork, and to help prepare written content and interface translations. Earthwind does not generate AI content during use or send microphone audio or imported scores to an AI service.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
Details for the hand-illustrated artworks were mostly AI-generated.
Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI.
Generative AI tools were used during the development of MEAM Launcher and some of the included games. AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development. All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product. MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software.
AI was used to help generate some text and translations. All art, models, and animation are human-made.
Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
some pictures
Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer.
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.
Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Pre-generated content only; nothing is generated while the game runs. - Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance. - Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer. - Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay.
Bgm and Graphics.
Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime.
Parts of the store-page text and a few short interface lines were drafted with an AI writing assistant and reviewed and edited by the developer. The game's literary text, English narration, music, sound design and visual design are human-made.
The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play.
Some visual assets and the music in Roadweave were created with the help of generative AI tools during development: the key art, logo, store and library artwork, icons and achievement badges were made with image tools, and the soundtrack with a music tool. Every asset was selected and edited by the developer before release. Generative AI is not used while you play. Maps are built by the game's own procedural generator from a seed — ordinary game code, not AI.
Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text.
Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI.
The graphical elements were created using AI and then manually refined.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime.
Music was generated using Suno under the developer’s creative direction. Concept art was created using image generation software.
Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated.
BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
During development, AI tools were used to assist with code generation, debugging, and drafting of game documentation. Voice callouts were generated using AI text-to-speech and processed with radio filters to simulate authentic ATC communications.
Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay.
The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running.
AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
3D models generated with AI
The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
Eidolophone EARTHWIND Store/marketing arttext | Generative AI was used during development to create the mascot and some promotional artwork, and to help prepare written content and interface translations. Earthwind does not generate AI content during use or send microphone audio or imported scores to an AI service. | Black Glass Strangely | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
Habitat: The Endless Terrarium In-game content arttext | This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play. | divineVisitation | - | Oct 3, 2026 | |
Cindocu: The Omens In-game content art | Details for the hand-illustrated artworks were mostly AI-generated. | Cindocu Project | - | Oct 3, 2026 | |
The Quiet Flat Store/marketing art | Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI. | Firzy Games | 39 | Oct 3, 2026 | |
MEAM Launcher In-game content artaudiotextcode | Generative AI tools were used during the development of MEAM Launcher and some of the included games.
AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development.
All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product.
MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software. | Mor10 Productions | - | Oct 2, 2026 | |
Way Too Many Fish! In-game content text | AI was used to help generate some text and translations. All art, models, and animation are human-made. | samyam | - | Oct 2, 2026 | |
Abyss Drifter In-game content artaudio | Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover. | VetusCorvum | - | Oct 2, 2026 | |
Connected Hearts: Vanished Beauty Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Oct 2, 2026 | |
奇点 Unclear art | some pictures | xzx | - | Oct 2, 2026 | |
Tiny Trawler Dev only art | Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer. | Mathias | - | Oct 2, 2026 | |
AURORA REQUIEM 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 1, 2026 | |
悠游白境 In-game content art | Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product. | Fish | - | Oct 1, 2026 | |
Hardpack Rally In-game content codeart | Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play. | Andre Gomes | - | Oct 1, 2026 | |
Howling Woods In-game content artaudiocode | Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play. | Clackety Rock LLC | - | Oct 1, 2026 | |
Hivetide In-game content text | Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer. | DragonFlameGameStudio | - | Oct 1, 2026 | |
Country Fishing In-game content arttext | Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay. | K-Cookie Games | - | Oct 1, 2026 | |
Mining Fire Ball Unclear art | Bgm and Graphics. | POCOYA | - | Oct 1, 2026 | |
DragonLineage Store/marketing art | Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime. | C'est bon marché | - | Oct 1, 2026 | |
Ex Oblivione Store/marketing text | Parts of the store-page text and a few short interface lines were drafted with an AI writing assistant and reviewed and edited by the developer. The game's literary text, English narration, music, sound design and visual design are human-made. | No_Return() | - | Oct 1, 2026 | |
Parcel Inspector Simulator In-game content text | The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play. | Alexframe | - | Oct 1, 2026 | |
Roadweave In-game content artaudio | Some visual assets and the music in Roadweave were created with the help of generative AI tools during development: the key art, logo, store and library artwork, icons and achievement badges were made with image tools, and the soundtrack with a music tool. Every asset was selected and edited by the developer before release.
Generative AI is not used while you play. Maps are built by the game's own procedural generator from a seed — ordinary game code, not AI. | AppGX | - | Oct 1, 2026 | |
The Friendship Protocol In-game content artaudio | Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues. | Parabola Studio | - | Oct 1, 2026 | |
GeomSurf Store/marketing textcode | Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay. | Geometry Serf | - | Oct 1, 2026 | |
Waste Your Time In-game content arttext | This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build. | XejiksGG | - | Oct 1, 2026 | |
方寸小家 RoomFolk Dev only codetext | RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text. | Minumote Studio | - | Oct 1, 2026 | |
The Drowned Table In-game content art | Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay. | Undeathical Productions | - | Oct 1, 2026 | |
BITS OVERLOAD In-game content text | Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI. | SRADRAVEN | - | Oct 1, 2026 | |
Highway 26 In-game content art | The graphical elements were created using AI and then manually refined. | Plotline Games | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
Liar's Front In-game content artaudio | Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time. | Zhabka Productions | - | Oct 1, 2026 | |
Yellow Terminal In-game content audiotextart | The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made. | Clusion Games | - | Oct 1, 2026 | |
箭无穷:Arrows Without End In-game content art | Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime. | Chen Jiandong | - | Oct 1, 2026 | |
Terminal Depth In-game content audioart | Music was generated using Suno under the developer’s creative direction.
Concept art was created using image generation software. | Bubfiz | - | Oct 1, 2026 | |
Grim Island In-game content art | Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated. | Spectral Crow | - | Oct 1, 2026 | |
Boltfall In-game content audioart | BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game. | MayaRealm Studios | - | Oct 1, 2026 | |
Night at the Fun Park In-game content arttext | AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay. | Sitting Teddy | - | Oct 1, 2026 | |
EMPTYLAND In-game content audio | Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience. | GAMEPAGE | - | Oct 1, 2026 | |
Jirai Kei Nemu In-game content art | Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay. | Code in Pixel | - | Oct 1, 2026 | |
Radar Identified: Tower & Approach In-game content audiocode | During development, AI tools were used to assist with code generation, debugging, and drafting of game documentation. Voice callouts were generated using AI text-to-speech and processed with radio filters to simulate authentic ATC communications. | DLS | - | Oct 1, 2026 | |
AETHERIA In-game content artaudiotextcode | Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay. | P's Games | - | Oct 1, 2026 | |
Bums Race Rats In-game content artaudiocode | The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running. | RatMaxxing | - | Oct 1, 2026 | |
TRAPPIST-1 In-game content art | AI was used to assist with coding and to create some textures, which were later reworked by the developer.
The game does not generate AI content in real time | Systm | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
Parallax In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service. | NEUTWORK | - | Oct 1, 2026 | |
Deep Cauldron In-game content art | 3D models generated with AI | Demencion Games | - | Oct 1, 2026 | |
I Know This One (IKTO) In-game content arttext | The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs. | JoMi | - | Oct 1, 2026 |