I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game
- Creator
- Nathan Glover
- Reviews
- -
- Added
- Sep 3, 2026
Public Steam disclosure research 25,695 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.
I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Were used during development to assist with selected visual asset workflows. All final assets were reviewed, edited, optimized, and manually integrated by the developer.
Some images and music were made with the help of AI.
Generative AI tools were used during the development and preparation of the game and its visual materials. The game logo used in the main menu and pause panel was created with the assistance of AI. AI assistance was used during the coding and development process when needed. The logo animations shown at the beginning of the games were created with AI assistance. Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance. AI was used specifically for the intro logo animation. For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game.
In ALASH, we utilized generative AI as a supplementary tool to assist in creating 2D art assets. Specifically, AI networks were used to help develop certain environment elements, textures, and background images to enhance the unique visual style of our alternate history setting. Please note that all game design, core mechanics, storyline, tower defense logic, and programming code were created entirely by hand by our development team. AI was used solely to support our artistic vision, ensuring that the integrity and soul of the gameplay remain entirely human-made.
AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play.
Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay.
Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio.
AI was used for translating and voicing the dialogues. Some images in the game and achievement icons were created using AI.
游戏内的一些美术资源图片使用AI生成
The game was made with the Godot Engine and Cursor IDE.
"This game's code, including the level and cosmetics editors, are all AI-generated. The maps and music are not AI-generated. Some cosmetics may be AI-generated, but most are not."
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay.
本アプリのソースコードの大部分は、人間の指示とレビューのもとでAIコーディング支援ツール(LLM)を用いて作成されています。ストアページの文章作成にもAI支援を利用しています。 / Most of this application's source code was written using AI coding tools (LLMs) under human direction and review. AI assistance was also used in preparing store page text. ロゴおよびストア用画像の一部は画像生成AIで作成しています。 / Some artwork, including the logo and store images, was created with generative AI.
AI was used for the translations
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer. The developer is actively seeking to replace any machine-generated localization over time.
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team.
Generative AI was used only to create the images used for in-game upgrades. All other game assets and content were created without generative AI.
AI for music and sound effects and store art. All AI content is pre-generated and shipped in the build. Nothing is generated live.
We used A.I. in some assets of our game.
We used A.I. in some assets of our game.
Generative AI was used to assist in creating pre-generated game content and promotional materials. No AI-generated content is created during gameplay.
AI was used to generate some game assets.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
AI has been used for coding assistance as well as some of the steam store assets. No assets in-game used AI to be produced
This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do.
Generative AI is used for some assets and localization.
We used A.I. in some assets of our game.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top. All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Vibe-coding
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand: 1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence. 2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand. 3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked. 4. The intro and outro cinematic stills, the title screen, and the store key art. 5. Ambient critters and butterflies, converted from hand-made source art. Everything else you see, read, and hear was made by people.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
Some of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played.
In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.
AI was used to help program the game. All art, assets, and game design decisions did not use any AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Blotch In-game content textcode | I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game | Nathan Glover | - | Sep 3, 2026 | |
Crashborn In-game content artaudio | Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime. | Rukium Labs | - | Sep 3, 2026 | |
Garage: Tidy Up! Dev only art | Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer. | Cat Company Limited | - | Sep 3, 2026 | |
Do you remember? In-game content artaudio | Some images and music were made with the help of AI. | Voider Games | - | Sep 3, 2026 | |
Where Are My Cats? In-game content art | Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools. | Ozy Cozy Games | - | Sep 3, 2026 | |
Retro Club Manager In-game content art | Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists. | Victus Fatis | - | Sep 3, 2026 | |
DashBreaker In-game content artaudiotext | Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running. | sagelab | - | Sep 3, 2026 | |
Mayor: City in Session In-game content art | Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game. | HeavyRescue112 | - | Sep 3, 2026 | |
ALASH In-game content art | In ALASH, we utilized generative AI as a supplementary tool to assist in creating 2D art assets. Specifically, AI networks were used to help develop certain environment elements, textures, and background images to enhance the unique visual style of our alternate history setting. Please note that all game design, core mechanics, storyline, tower defense logic, and programming code were created entirely by hand by our development team. AI was used solely to support our artistic vision, ensuring that the integrity and soul of the gameplay remain entirely human-made. | YERKEBULAN TOKTARKHAN | - | Sep 3, 2026 | |
JANJARA: Automatic Mahjong Table Simulator Store/marketing textart | AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play. | Avalon Studio Japan | - | Sep 3, 2026 | |
Lumen Nexus: Core In-game content art | Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay. | ToddLN | - | Sep 3, 2026 | |
BloodVeil Store/marketing art | Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself. | MoonLiteGames | - | Sep 3, 2026 | |
Ink or Not In-game content textcode | The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description. | Screaming Melon | - | Sep 3, 2026 | |
Tiny Time Travelers In-game content artaudio | As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio. | Rocket Munky | - | Sep 3, 2026 | |
Tohunga In-game content textaudioart | AI was used for translating and voicing the dialogues.
Some images in the game and achievement icons were created using AI. | BEZ WAS | - | Sep 3, 2026 | |
财富大爆炸 In-game content art | 游戏内的一些美术资源图片使用AI生成 | 早安宇宙 | - | Sep 3, 2026 | |
Pinball Hero general | The game was made with the Godot Engine and Cursor IDE. | Luke6B | - | Sep 3, 2026 | |
Fister In-game content codeart | "This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not." | Bootloop Studio | - | Sep 2, 2026 | |
Mad Friday In-game content audio | Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime. | uglyhydraduck | - | Sep 2, 2026 | |
They Are Lost Store/marketing text | Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay. | Cine-mo | - | Sep 2, 2026 | |
DesktopForge Store/marketing codetextart | 本アプリのソースコードの大部分は、人間の指示とレビューのもとでAIコーディング支援ツール(LLM)を用いて作成されています。ストアページの文章作成にもAI支援を利用しています。 / Most of this application's source code was written using AI coding tools (LLMs) under human direction and review. AI assistance was also used in preparing store page text. ロゴおよびストア用画像の一部は画像生成AIで作成しています。 / Some artwork, including the logo and store images, was created with generative AI. | ふぁみたん | - | Sep 2, 2026 | |
Paws & Scrolls In-game content text | AI was used for the translations | Sweet Dreams | - | Sep 2, 2026 | |
Dread Admiral In-game content text | Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time. | Tescrin Games | - | Sep 2, 2026 | |
Level Up, Tiny King! In-game content art | Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay. | Warband & Magic | - | Sep 2, 2026 | |
万圣夜砰砰砰(Halloween Poppp) In-game content arttext | During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content. | G-Dna | - | Sep 2, 2026 | |
Project N In-game content artcode | Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team. | Meeiron Studio | - | Sep 2, 2026 | |
Snake Fusion In-game content art | Generative AI was used only to create the images used for in-game upgrades. All other game assets and content were created without generative AI. | AndKGames | - | Sep 2, 2026 | |
PARRYGON In-game content audioart | AI for music and sound effects and store art. All AI content is pre-generated and shipped in the build. Nothing is generated live. | OverLKD Studio | - | Sep 1, 2026 | |
Way Too Many Eggs In-game content | We used A.I. in some assets of our game. | Luvineva Games | - | Sep 1, 2026 | |
Boss After Boss In-game content | We used A.I. in some assets of our game. | EK Games | - | Sep 1, 2026 | |
ANOMALY CATALOG 1: SCHOOL In-game content arttext | Generative AI was used to assist in creating pre-generated game content and promotional materials. No AI-generated content is created during gameplay. | H999 Games | - | Sep 1, 2026 | |
Unreported Shift In-game content art | AI was used to generate some game assets. | Vetra | - | Sep 1, 2026 | |
PARAGON 21 In-game content art | Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay. | ANIMAL-Z | - | Sep 1, 2026 | |
Horta Maluca In-game content artcode | Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay. | BKP STUDIO | - | Sep 1, 2026 | |
Rogue Circuit In-game content art | Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay. | Jorge Francisco Bescos Gascon | - | Sep 1, 2026 | |
Iron Remnant In-game content art | Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated. | Kal Studios | - | Sep 1, 2026 | |
Flurst Store/marketing artcode | AI has been used for coding assistance as well as some of the steam store assets.
No assets in-game used AI to be produced | Zynq | - | Sep 1, 2026 | |
Forty Depths Beneath Knossos: The Minotaur's Maze Dev only | This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do. | Troll Hunter Gaming | - | Sep 1, 2026 | |
Weed In-game content arttext | Generative AI is used for some assets and localization. | C-Chiken | - | Sep 1, 2026 | |
Slay the Stars In-game content | We used A.I. in some assets of our game. | D-Games | - | Sep 1, 2026 | |
Fallen Nights In-game content art | Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person. | Patrick God | - | Sep 1, 2026 | |
SplitOut Unclear code | Vibe-coding | 1337Interactive | - | Sep 1, 2026 | |
Veil of Time In-game content audioart | Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people. | Quorum | - | Sep 1, 2026 | |
我带过的最差一届 In-game content art | Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons. | 顽核社 FuncoreClub | - | Sep 1, 2026 | |
Don't Panic, Defend! In-game content art | This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay. | Ryan4237 | - | Sep 1, 2026 | |
Already Recorded The Statement In-game content audioart | Some of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played. | Blue conia | - | Sep 1, 2026 | |
The Turing Choice In-game content artaudiotext | In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay. | Beyond Singularity Project | - | Sep 1, 2026 | |
Arcane Dash - A Pixel Adventure In-game content audioarttext | Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer. | Java Sorcery | - | Sep 1, 2026 | |
Chiki Poki: Rush🎉 In-game content artaudio | Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay. | Replay Studio | - | Sep 1, 2026 | |
John Whisk Dev only code | AI was used to help program the game. All art, assets, and game design decisions did not use any AI. | Magirush | - | Sep 1, 2026 |