AI is used in some of the musics in game. AI is used for Game's logo
- Creator
- Morteza Ahmadi
- Reviews
- -
- Added
- Aug 31, 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.
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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI is used in some of the musics in game. AI is used for Game's logo
OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer.
The game code was developed with the assistance of generative AI, and part of the game assets are AI-generated
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset. No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game.
Game assets are AI Generated
icons and images were generated with using AI
AI was used to write code and structure ideas. For art and music it wasn't used.
Generative AI tools were used during development to create portions of the game’s artwork and sound.
Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase.
Generative AI tools were used in a limited capacity during the development process.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools were used during development to assist with portions of source code and early drafts of store-page and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
I use AI to support developing code, graphics and some promotional materials.
Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam. AI tools were also used for programming and development. There is no AI used in the gameplay - no content is dynamically generated.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
Generative AI tools were used to assist with some graphics and audio content.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
In-game 3D props, audio sound effects, etc.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content. Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer. Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization.
AI is used for elements such as the capsule image on the store page.
Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay.
A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
AI was used to assist with writing the game source code. All visual assets are handmade pixel art by the author. All audio assets are licensed from 3rd party sample banks.
Artificial intelligence has been used for some parts of the art.
Explanation about the game development process: In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration. However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience. AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
Development of the game's code was assisted with AI, and some icons are AI generated.
The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
AI was used to assist with localised translations.
Pre-generated content only. This game does not run any AI at runtime. Visual art: 444 image files were created with generative AI during development — equipment sprites, ability icons, monster sheets, character portraits, building art, terrain and UI textures, the title screen and the game icon. The tool was ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did not record the exact model version, so only the date range is documented. Text: the in-game text — tutorial, mission and event wording, item and interface strings — was drafted with generative AI assistance and then reviewed and edited by the author. Spanish is the original language. Translations: the English, German and Italian versions of the in-game text were produced from the Spanish original with generative AI. Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0 sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game credits screen. All music and sound effects are CC0 or CC BY. No AI-generated voice or music ships with the game.
AI was used for inspiration in logos and lore refinement.
Some of the artwork materials in this work are generated using AI
AI assistance was used to create and visually enhance some of the visuals in the trailer.
Ages TD was made with the help of generative AI tools. All AI-generated content is pre-generated during development, reviewed and edited by the developer; nothing is generated live while you play. - Some 3D models and their textures (enemies, towers, props) — generated with Meshy, then edited and integrated by the developer. - Music — generated with Suno from prompts written by the developer. - Cutscene illustrations and store page artwork — created with AI image tools, then edited by the developer. - Parts of the in-game dialogue and hint texts — drafted with AI assistance and rewritten by the developer. There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pointless Climb In-game content audioart | AI is used in some of the musics in game.
AI is used for Game's logo | Morteza Ahmadi | - | Aug 31, 2026 | |
弹珠洪流 Dev only codetext | OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer. | 铭轩魔王 | - | Aug 31, 2026 | |
家园构筑学院 In-game content codeart | The game code was developed with the assistance of generative AI, and part of the game assets are AI-generated | 张响 | - | Aug 31, 2026 | |
Timber! Idle Village Builder In-game content artaudiotext | Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime. | Velron Games | - | Aug 31, 2026 | |
For Her Crown Store/marketing art | Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset.
No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game. | pillarset | - | Aug 31, 2026 | |
Spill The Ink In-game content art | Game assets are AI Generated | CruCauseDry | - | Aug 31, 2026 | |
Tropic Industry In-game content art | icons and images were generated with using AI | ZD Games | - | Aug 30, 2026 | |
GearTopia Dev only code | AI was used to write code and structure ideas.
For art and music it wasn't used. | Fornax Games | - | Aug 29, 2026 | |
Keep The Ammo Flowing In-game content artaudio | Generative AI tools were used during development to create portions of the game’s artwork and sound. | YCF Productions | - | Aug 29, 2026 | |
Cargo Industry Dev only code | Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase. | Martin Timothy Timko | - | Aug 29, 2026 | |
The Hundredth Gear Dev only | Generative AI tools were used in a limited capacity during the development process. | Crimson Cloud Games | - | Aug 29, 2026 | |
Pixel Chaos: Tidy Up the Museum In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Surprisia Games | - | Aug 29, 2026 | |
Devouring City Store/marketing codetext | Generative AI tools were used during development to assist with portions of source code and early drafts of store-page
and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not
generate AI content during gameplay and does not connect to external AI services. | Napforge Studio | - | Aug 29, 2026 | |
Railhold Dev only art | AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay. | Veten | - | Aug 29, 2026 | |
My Desktop Dwarf: Taskbar Forge Store/marketing artcode | I use AI to support developing code, graphics and some promotional materials. | Press Any Key | - | Aug 29, 2026 | |
Cubersum In-game content audiocode | Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam.
AI tools were also used for programming and development.
There is no AI used in the gameplay - no content is dynamically generated. | Antinomic Sequence | - | Aug 29, 2026 | |
ViewerFrenzy In-game content audioart | ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay. | OldManObserver | - | Aug 29, 2026 | |
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
DUSTBLOOM Store/marketing art | "Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay." | Corvantia Interactive | - | Aug 28, 2026 | |
Echo Harvest In-game content art | Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay. | SchismProducts | - | Aug 28, 2026 | |
Kennel Chaos In-game content artaudio | In-game 3D props, audio sound effects, etc. | Watashi Games | - | Aug 28, 2026 | |
Comic Shop Tycoon In-game content art | Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running. | Phenixx Studios | - | Aug 28, 2026 | |
Terraform Co: Factory and City Store/marketing text | AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page. | Melon Dev | - | Aug 28, 2026 | |
夢見るてんとう虫 In-game content arttext | Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay. | LilyCompany | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Dungeons & Dynasties In-game content codetext | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization. | Bretticus82 | - | Aug 28, 2026 | |
Tailor Hotel Store/marketing art | AI is used for elements such as the capsule image on the store page. | DW | - | Aug 28, 2026 | |
ISKRA In-game content art | Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay. | MESTAMPE GAMES | - | Aug 28, 2026 | |
Golden Bay: Desktop Aquarium In-game content art | A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments. | Emerge Game | - | Aug 28, 2026 | |
TreeLine In-game content art | AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted. | Ravenmaul | - | Aug 28, 2026 | |
TOWERPUNK Dev only codetext | All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer. | TESSERAX GAMES | - | Aug 28, 2026 | |
Just a Rescue, Bro! In-game content art | Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime. | XiLing Games | - | Aug 28, 2026 | |
RuneEra In-game content artaudio | Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running. | Spellstead Games | - | Aug 28, 2026 | |
Fifth Sun: New Fire Dev only | The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer. | Daedralus | - | Aug 28, 2026 | |
One More Wave Dev only code | AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks. | Juha Kiili | - | Aug 28, 2026 | |
Barns & Beams In-game content art | Artificial intelligence has been used for some parts of the art. | k148 Game Studio | - | Aug 28, 2026 | |
Rainbow Bridge In-game content arttext | Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience. | Magic Cat | - | Aug 28, 2026 | |
Slot Siege In-game content artcode | Development of the game's code was assisted with AI, and some icons are AI generated. | Apt 12 | - | Aug 27, 2026 | |
Hanok: From Thatch to Palace In-game content text | The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY). | WATSI | - | Aug 26, 2026 | |
Salt of the Earth In-game content text | AI was used to assist with localised translations. | Cattrall Games | - | Aug 26, 2026 | |
Gremio del Cazador In-game content arttext | Pre-generated content only. This game does not run any AI at runtime.
Visual art: 444 image files were created with generative AI during development —
equipment sprites, ability icons, monster sheets, character portraits, building
art, terrain and UI textures, the title screen and the game icon. The tool was
ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July
and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did
not record the exact model version, so only the date range is documented.
Text: the in-game text — tutorial, mission and event wording, item and interface
strings — was drafted with generative AI assistance and then reviewed and edited
by the author. Spanish is the original language.
Translations: the English, German and Italian versions of the in-game text were
produced from the Spanish original with generative AI.
Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0
sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game
credits screen. All music and sound effects are CC0 or CC BY. No AI-generated
voice or music ships with the game. | TanaRgz | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
火箭工厂 Rocket Factory In-game content art | Some of the artwork materials in this work are generated using AI | Fame Studio | - | Aug 26, 2026 | |
Voldark Store/marketing art | AI assistance was used to create and visually enhance some of the visuals in the trailer. | OzbalHan | - | Aug 26, 2026 | |
Ages TD In-game content artaudiotext | Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game. | FMJ Games | - | Aug 25, 2026 | |
CoasterWorks Dev only code | Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services. | CoasterWorks | - | Aug 25, 2026 | |
Anvil and Alembic In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 25, 2026 | |
Industry Unbound In-game content art | Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay. | TU HENGYU | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Groundwork In-game content artaudio | Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made. | Peak Development | - | Aug 25, 2026 |