Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play.
- Creator
- Uggly Game Studios
- Reviews
- -
- Added
- Oct 10, 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.
Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play.
A small amount of text, images, and multilingual content used AI assistance.
Generative AI was used to assist in creating some promotional artwork for the Steam store page. No AI-generated content is created during gameplay.
One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play.
Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer.
Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint.
Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play.
IDE Code assistant used to optimize parts of the game's code and resolve bugs. Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
Nook uses generative AI for character artwork and video assets. During use, AI generates personalized dialogue, speech, and short video responses based on the player's conversation.
Generative AI assisted in creating some assets, including characters, images, music, and sound effects.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
During use, the speech recognition and AI features connect to cloud services configured by you (Alibaba Cloud / Tencent Cloud / iFlytek / Volcano Engine speech recognition, or OpenAI-compatible LLM endpoints), and the resulting text is generated in real time by the selected service.
AI tools were used for some background audio and aiding with scripts.
AI tools were used only to assist with code and with English, Simplified Chinese and Japanese translations. No artwork, animation or audio uses generative AI, and no AI content is generated during gameplay.
In the development of this game, artificial intelligence was used in the following areas: Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants. Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools. The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content.
Generative AI was used to create some promotional artwork.
Generative AI tools were used to assist in the creation of various assets for the game. All generated graphics were subsequently edited, refined, and adjusted in Adobe Photoshop by the developer. No AI-generated graphics are used directly in the game without manual editing and refinement.
Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations.
Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials. These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary. The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me. The game does not generate AI content during gameplay.
Generative AI assisted some game art, store illustrations, logos and icons. Screenshots show the actual development build. No AI content is generated during gameplay.
Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay.
本ゲームで使用している画像素材は、主に OpenAI ChatGPT を用いて制作しています。
All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services.
The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance.
Generative AI used in the creation of images and coding.
Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service.
Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay.
Disclosure regarding Generative AI This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets.
Generative AI tools were used during development to create some in-game artwork, including robot sprites and relic icons, and promotional artwork, including the game logo and Steam store artwork. These assets are pre-generated. The game does not generate AI content or connect to AI services during gameplay.
Store page capsule art was made with the help of generative AI.
AI tools were used solely for generating background images. All character art, UI elements, writing, and other visual content were created entirely by the development team without the use of generative AI.
This game uses AI-generated content for some in-game text.
Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly. Some game text and its corresponding localized translations were generated using AI.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
Automated temporary localization files, that can be overrided by mods
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review. While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined.
制作过程中大量使用AI。
Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
3d Assets, Voices, Music
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
The Game Image Use Ai Generation
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Put the Ball in the Hole In-game content textart | Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play. | Uggly Game Studios | - | Oct 10, 2026 | |
Desktop Farm In-game content arttext | A small amount of text, images, and multilingual content used AI assistance. | CXCY | - | Oct 10, 2026 | |
Abduct & Destroy Store/marketing art | Generative AI was used to assist in creating some promotional artwork for the Steam store page. No AI-generated content is created during gameplay. | Studio Soup | - | Oct 10, 2026 | |
Lightkeeper: Frozen Bay In-game content art | One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play. | Anton Antipov | - | Oct 10, 2026 | |
Estación Libertad In-game content audio | Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer. | Sebastián Barra | - | Oct 10, 2026 | |
His Big Bull Live AI arttext | Some artwork and localized text were created with generative AI assistance. Optional AI chat generates text replies through a service chosen and configured by the player: OpenAI, Claude, Gemini, DeepSeek, Kimi or a custom compatible endpoint. | Ulysses | - | Oct 10, 2026 | |
Hoard In-game content art | Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play. | Radikate | - | Oct 10, 2026 | |
Conflict 2026 In-game content codeart | IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team. | Tiltan Games | - | Oct 10, 2026 | |
Çay Ocağı: Bir Bardak Daha In-game content art | Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code. | Akgul Studio | - | Oct 10, 2026 | |
Nook : The World’s First Real-Time, Real-Human Confidant Live AI arttextaudio | Nook uses generative AI for character artwork and video assets. During use, AI generates personalized dialogue, speech, and short video responses based on the player's conversation. | Plotfun Inc | - | Oct 10, 2026 | |
MAYBE YOU! In-game content artaudio | Generative AI assisted in creating some assets, including characters, images, music, and sound effects. | kasajin | - | Oct 10, 2026 | |
Gamejam In-game content arttext | We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services. | Sentifold | - | Oct 10, 2026 | |
ORI Voice Live AI text | During use, the speech recognition and AI features connect to cloud services configured by you (Alibaba Cloud / Tencent Cloud / iFlytek / Volcano Engine speech recognition, or OpenAI-compatible LLM endpoints), and the resulting text is generated in real time by the selected service. | Lange Heris | - | Oct 10, 2026 | |
Boarding Denied In-game content audio | AI tools were used for some background audio and aiding with scripts. | AdriDev | - | Oct 10, 2026 | |
Chaos Table In-game content text | AI tools were used only to assist with code and with English, Simplified Chinese and Japanese translations. No artwork, animation or audio uses generative AI, and no AI content is generated during gameplay. | Viberzix's Lab | - | Oct 10, 2026 | |
CosmoLaunch System In-game content artaudiocode | In the development of this game, artificial intelligence was used in the following areas:
Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants.
Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools.
The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content. | LukGames | - | Oct 10, 2026 | |
Hyped Store/marketing art | Generative AI was used to create some promotional artwork. | Nick | - | Oct 10, 2026 | |
Spot the Difference Fighter In-game content art | Generative AI tools were used to assist in the creation of various assets for the game. All generated graphics were subsequently edited, refined, and adjusted in Adobe Photoshop by the developer. No AI-generated graphics are used directly in the game without manual editing and refinement. | hirohasu | - | Oct 10, 2026 | |
Love Locks Store/marketing audiotext | Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations. | Collision Games | - | Oct 10, 2026 | |
Pactmage - Chess Roster In-game content art | Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials.
These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary.
The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me.
The game does not generate AI content during gameplay. | Penzai Studio | - | Oct 10, 2026 | |
xiukov In-game content art | Generative AI assisted some game art, store illustrations, logos and icons. Screenshots show the actual development build. No AI content is generated during gameplay. | Luyu Games | - | Oct 10, 2026 | |
Munshi Meadows In-game content artaudiocode | Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play. | Drangus Studios | - | Oct 10, 2026 | |
IGNOTUS Dev only art | Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game. | Nero-Pon | - | Oct 10, 2026 | |
Catch The Ducks In-game content text | Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay. | Angel Carrillo | - | Oct 10, 2026 | |
GAMES Duel(ガメスデュエル) In-game content art | 本ゲームで使用している画像素材は、主に OpenAI ChatGPT を用いて制作しています。 | いぬそば | - | Oct 10, 2026 | |
梁山叠义 In-game content artaudiotextcode | All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services. | XieMiao | - | Oct 10, 2026 | |
BibimBoB In-game content audioart | The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance. | Devnyangyummy | - | Oct 10, 2026 | |
Monster Miner Unclear artcode | Generative AI used in the creation of images and coding. | Jewel Shot Games | - | Oct 10, 2026 | |
Messa Anomaly In-game content art | Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service. | 1,5 Games | - | Oct 10, 2026 | |
玄境 In-game content artaudiotext | Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay. | FunPlaceGame | - | Oct 10, 2026 | |
Demonfall Continent In-game content art | Disclosure regarding Generative AI
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets. | Nanjing Shangxiangyujiu Network Technology Co., Ltd. | - | Oct 10, 2026 | |
Junkyard Overdrive In-game content art | Generative AI tools were used during development to create some in-game artwork, including robot sprites and relic icons, and promotional artwork, including the game logo and Steam store artwork. These assets are pre-generated. The game does not generate AI content or connect to AI services during gameplay. | AfterGlow Games | - | Oct 10, 2026 | |
Siege of Spellspire Store/marketing art | Store page capsule art was made with the help of generative AI. | Weekend Almond | - | Oct 10, 2026 | |
DATE_SIMULATOR.EXE In-game content art | AI tools were used solely for generating background images. All character art, UI elements, writing, and other visual content were created entirely by the development team without the use of generative AI. | NO REGRETS | - | Oct 10, 2026 | |
USB Unemployment Speedrun Behavior In-game content text | This game uses AI-generated content for some in-game text. | GonbeiGames | - | Oct 10, 2026 | |
恋恋垂钓录 In-game content arttext | Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly.
Some game text and its corresponding localized translations were generated using AI. | meow | - | Oct 10, 2026 | |
Fleets of Calder Dev only code | The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made. | Strike Wings Games | - | Oct 10, 2026 | |
RailGame In-game content text | Automated temporary localization files, that can be overrided by mods | Levia Labs | - | Oct 10, 2026 | |
Doctrine Strike Live AI art | Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players. | Triple O Games | - | Oct 10, 2026 | |
忖度魂 In-game content artaudiocode | Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined. | 株式会社セブンコード | - | Oct 10, 2026 | |
单机斗地主 Unclear | 制作过程中大量使用AI。 | Lin | - | Oct 10, 2026 | |
Stackonauts In-game content art | Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures. | Ryz Studio | - | Oct 10, 2026 | |
Astral Trials: Ascension In-game content artaudio | This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Kyle- Ninjutsu Entertainment LLC | - | Oct 10, 2026 | |
Wild Cosmic In-game content textcode | Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code. | ZZSoftware | - | Oct 10, 2026 | |
Sveta In-game content artaudio | 3d Assets, Voices, Music | Uhot | - | Oct 10, 2026 | |
Artificially Stupid In-game content artaudiotext | Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play. | DYVEXAR Studio | - | Oct 10, 2026 | |
LOTH In-game content art | Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay. | DUCKNESS | - | Oct 10, 2026 | |
Jewel Reels In-game content art | The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Shinkami Dev | - | Oct 10, 2026 | |
胡闹乐队 Unclear art | The Game Image Use Ai Generation | zhanghailong | - | Oct 10, 2026 | |
Starcore In-game content arttextaudio | Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play. | Eternium Forge Studios | - | Oct 10, 2026 |