Translate text content with AI
- Creator
- 咸蛋
- Reviews
- -
- Added
- May 23, 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.
Translate text content with AI
Used AI for some sound elements, language translation, and assisting with gameplay system development.
We use AI assistance for translation and dictionary creation. Everything is ultimately reviewed by humans, so you can rest assured.
Certain visual assets were created with the assistance of generative AI.
Some 3D models
AI-generated artifacts
AI is used to draw pictures and icons, to generate music and sounds.
This game contains pre-generated content created with the assistance of generative AI tools during development. Some icons were assisted by ChatGPT, some music was assisted by Suno, and some voice content was assisted by IndexTTS. The game does not use generative AI during gameplay and does not generate text, images, music, voice, or other content in real time based on player input.
AI was used in the creation process of images for this game.
AI was used only for the logo. No in-game elements are AI-generated.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
The store assets aswell as some ingame icons were made with generative AI. Code, Research, Translations have all been assisted with AI tooling.
AI is used for translations, BGM, and some icons.
AI was used to assist with game art and translating text into multiple languages.
LiveMate uses a locally-run Large Language Model (LLM) to generate real-time AI conversation, emotional expressions, and voice synthesis for the desktop avatar. All AI processing runs entirely on the player's device. No user data is sent to external servers.
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
This game contains AI-assisted content, including voice performances and music. Without it, the visuals would likely resemble the work of a sleep-deprived stick figure artist. All AI-assisted content was deliberately directed, reviewed, and approved to serve the game's specific creative vision. No AI generates content during gameplay — everything was put here on purpose. Probably.
Some 3D models and textures were created with the assistance of AI generation tools and then manually refined and integrated into the game.
In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated: Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts. Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency. Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity. In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
AI was used to help with programming and localization. There are no AI generated art, sound or music assets.
Logo and store header is AI generated, as I am utterly, completely broke. This will be replaced if magically I earn enough money at some point to actually hire someone (which I strongly doubt due to the niche market of this project).
World of Qreatures features a cutting-edge 'Qreature Lab' where players can scan real-world QR codes or breed existing creatures to discover entirely new species. The game utilizes a custom generative AI pipeline to create these unique assets at runtime, including 3D meshes, textures, procedural audio cries, and combat statistics. Additionally, some wild monsters found in the handcrafted world are pre-generated using this same pipeline and carefully curated by the developer to ensure high-quality gameplay and visual consistency. Every Qreature generated is a unique biological signature within the game's ecosystem.
AI was used solely for translation and localization purposes (store page and in-game text).
We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward.
We use artificial intelligence to create the images and text on our store page.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production. AI has been used primarily for: creating visual references and concept ideas assisting with marketing materials (e.g., text, scripts) experimenting with certain audio or atmospheric elements All content included in the final version of the game is reviewed, refined, and approved by the developer. Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production.
Generative AI tools may be used during the development of SKEW to assist in the creation of pre-rendered environmental assets, 3D models, ambient music, and sound effects. All AI assisted content is manually curated, refined, and integrated by the developer to ensure it aligns with the game's specific artistic vision and quality standards.
Some elements of the game were generated with AI : - Scripts : parts of systems were generated or implemented using AI models - Images : some Images were generated or edited using AI Models
I used generative AI to create the capsule art for String Mace.
Some artwork in this title was created using Stable Diffusion
AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction. All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction. AI was used as a tool to support development—not as a replacement for it.
Generative artificial intelligence was partially used during the development of the game. AI-based tools assisted with parts of the code, the creation of certain textures, and the production of some trailer scenes. All generated materials were manually refined and integrated by the developers to ensure quality and consistency with the game’s artistic vision.
Generative AI was used in the creation of promotional store page artwork, achievement icons, and the game icon. No gameplay content, code, or game mechanics were generated using AI. AI is also not used to make decisions, generate real-time content, or display content within the game.
This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project.
AI was used to assist with the creation of the human 3d model in this game.
We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds. However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves.
NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive.
For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
Audio in the development of this game was created using AI tools.
AI was used to make the paint streaks in the main menu and pause menu.
SWARMFALL uses generative AI only for the following 2D images: Hero icons / profile pictures displayed in the UI and on the store page Some marketing assets (Steam capsules, banners) and trailer music All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time.
Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game.
Few art and 3D models were gerenated using generative AI
This game uses generative artificial intelligence to assist with development. AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code. All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality.
Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay.
We use generative AI tools to assist with the creation and refinement of some pre-generated content, including store page text, translations, marketing copy, and selected promotional/static visual assets. The game does not use generative AI to create content in real time during gameplay.
This game was developed with the assistance of Generative AI tools which served as a coding co-pilot. The AI was used to assist in writing the simulation logic, database structure, and user interface code during the development phase. All generated code was reviewed, tested, and finalized by the developer. The game does not utilize live Generative AI during gameplay
This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mindless as the Mountains In-game content text | Translate text content with AI | 咸蛋 | - | May 23, 2026 | |
Shadow Saw Us In-game content audiotext | Used AI for some sound elements, language translation, and assisting with gameplay system development. | Sawie Noowie | - | May 23, 2026 | |
WORJONG In-game content text | We use AI assistance for translation and dictionary creation.
Everything is ultimately reviewed by humans, so you can rest assured. | Circle KEN | - | May 23, 2026 | |
War in Asia In-game content art | Certain visual assets were created with the assistance of generative AI. | Bufo Studio | - | May 23, 2026 | |
帰りの夜道 Unclear art | Some 3D models | MeteorWing | - | May 23, 2026 | |
Cozy Offroad Simulator Together Unclear | AI-generated artifacts | 11 Pet Studios | - | May 23, 2026 | |
VoxelMancy In-game content artaudio | AI is used to draw pictures and icons, to generate music and sounds. | Reuniko | - | May 23, 2026 | |
沙雕之路最终章 In-game content artaudiotext | This game contains pre-generated content created with the assistance of generative AI tools during development.
Some icons were assisted by ChatGPT, some music was assisted by Suno, and some voice content was assisted by IndexTTS.
The game does not use generative AI during gameplay and does not generate text, images, music, voice, or other content in real time based on player input. | Ayuuki | - | May 23, 2026 | |
Ship It In-game content art | AI was used in the creation process of images for this game. | Richard Toussaint III | - | May 23, 2026 | |
WHERE the F$CK is my BITCOIN ⁉️ Store/marketing art | AI was used only for the logo.
No in-game elements are AI-generated. | Bin Juice Games | 97 | May 23, 2026 | |
Necrotel: No Checkout In-game content art | The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements. | CGI LAB GAMES | - | May 23, 2026 | |
K-PC Cafe Simulator In-game content arttext | This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players. | Jayhyeon Studio | - | May 23, 2026 | |
Roll to Riches In-game content artcodetext | The store assets aswell as some ingame icons were made with generative AI.
Code, Research, Translations have all been assisted with AI tooling. | Eddy | - | May 23, 2026 | |
あかねの放課後妖怪奇譚 In-game content audioarttext | AI is used for translations, BGM, and some icons. | After School Games | - | May 23, 2026 | |
三国志奇谋 In-game content arttext | AI was used to assist with game art and translating text into multiple languages. | 王名昌 | - | May 23, 2026 | |
LiveMate Live AI textaudio | LiveMate uses a locally-run Large Language Model (LLM)
to generate real-time AI conversation, emotional
expressions, and voice synthesis for the desktop avatar.
All AI processing runs entirely on the player's device.
No user data is sent to external servers. | QuietQuickCollapseGames | - | May 23, 2026 | |
Mara Unbound In-game content artaudiotext | Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer. | Hollow Compass Games | - | May 23, 2026 | |
The Acorn Protocol In-game content audio | This game contains AI-assisted content, including voice performances and music. Without it, the visuals would likely resemble the work of a sleep-deprived stick figure artist. All AI-assisted content was deliberately directed, reviewed, and approved to serve the game's specific creative vision. No AI generates content during gameplay — everything was put here on purpose. Probably. | Atlas Labs Games | - | May 23, 2026 | |
Veldeth In-game content art | Some 3D models and textures were created with the assistance of AI generation tools and then manually refined and integrated into the game. | Veltech Studio | - | May 23, 2026 | |
Baby Peak In-game content textcode | In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently. | Analiz Games | - | May 23, 2026 | |
Encroaching Shadows In-game content codetext | AI was used to help with programming and localization.
There are no AI generated art, sound or music assets. | Azure Scorpion | - | May 23, 2026 | |
LIT Creature Forge Store/marketing art | Logo and store header is AI generated, as I am utterly, completely broke. This will be replaced if magically I earn enough money at some point to actually hire someone (which I strongly doubt due to the niche market of this project). | Lunder IT | - | May 23, 2026 | |
World of Qreatures Live AI artaudiotext | World of Qreatures features a cutting-edge 'Qreature Lab' where players can scan real-world QR codes or breed existing creatures to discover entirely new species.
The game utilizes a custom generative AI pipeline to create these unique assets at runtime, including 3D meshes, textures, procedural audio cries, and combat statistics. Additionally, some wild monsters found in the handcrafted world are pre-generated using this same pipeline and carefully curated by the developer to ensure high-quality gameplay and visual consistency. Every Qreature generated is a unique biological signature within the game's ecosystem. | Qreative Studios | - | May 23, 2026 | |
Arms Dealer Simulator In-game content text | AI was used solely for translation and localization purposes (store page and in-game text). | PearlyOrca | - | May 23, 2026 | |
WeeWars Dev only | We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward. | G1C | - | May 23, 2026 | |
One More Dig! Store/marketing arttext | We use artificial intelligence to create the images and text on our store page. | Lance Games | - | May 23, 2026 | |
Days Of Reckoning: Last Battle In-game content arttextaudio | During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems. | Nice 2 Have | - | May 23, 2026 | |
Arthur’s Tale In-game content art | Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production. | Cleaver Studio | - | May 23, 2026 | |
SKEW In-game content artaudio | Generative AI tools may be used during the development of SKEW to assist in the creation of pre-rendered environmental assets, 3D models, ambient music, and sound effects. All AI assisted content is manually curated, refined, and integrated by the developer to ensure it aligns with the game's specific artistic vision and quality standards. | Ruxi Li | - | May 23, 2026 | |
The Vlog In-game content artcode | Some elements of the game were generated with AI :
- Scripts : parts of systems were generated or implemented using AI models
- Images : some Images were generated or edited using AI Models | Sop | - | May 23, 2026 | |
String Mace Store/marketing art | I used generative AI to create the capsule art for String Mace. | SneakyToad | 39 | May 23, 2026 | |
Desktop Reptiles In-game content art | Some artwork in this title was created using Stable Diffusion | Lacuna Works | - | May 23, 2026 | |
Tenebrix In-game content art | AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction.
All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction.
AI was used as a tool to support development—not as a replacement for it. | ColdForge Games | - | May 23, 2026 | |
Battlefield Rats In-game content artcode | Generative artificial intelligence was partially used during the development of the game. AI-based tools assisted with parts of the code, the creation of certain textures, and the production of some trailer scenes. All generated materials were manually refined and integrated by the developers to ensure quality and consistency with the game’s artistic vision. | Emirion Games | - | May 23, 2026 | |
Penguin Rescue Run In-game content art | Generative AI was used in the creation of promotional store page artwork, achievement icons, and the game icon. No gameplay content, code, or game mechanics were generated using AI. AI is also not used to make decisions, generate real-time content, or display content within the game. | THE GAMING WORLD | - | May 23, 2026 | |
Memo R.I.P. In-game content audioarttext | This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project. | Divine Magic Games | - | May 23, 2026 | |
Five Nights at Bowl City High School In-game content art | AI was used to assist with the creation of the human 3d model in this game. | Gut Games | - | May 23, 2026 | |
No More Demon In-game content art | We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds.
However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves. | Mundus Games | 14 | May 23, 2026 | |
Eruin Live AI text | NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive. | Veilstone Games | - | May 23, 2026 | |
HELLBENT Dev only art | For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release. | HELLBENT Team | - | May 23, 2026 | |
But Why Together In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | May 23, 2026 | |
Today Tomorrow and the Next In-game content art | AI was used to make the paint streaks in the main menu and pause menu. | cloud__d | - | May 23, 2026 | |
SwarmFALL In-game content art | SWARMFALL uses generative AI only for the following 2D images:
Hero icons / profile pictures displayed in the UI and on the store page
Some marketing assets (Steam capsules, banners) and trailer music
All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time. | Yonis | - | May 23, 2026 | |
Knock Again In-game content art | Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game. | Fancy Dog Games | - | May 23, 2026 | |
Rebirth: Denied Protocol | Few art and 3D models were gerenated using generative AI | RXD Games | - | May 23, 2026 | |
CRYPTSHOOTER In-game content artaudiotextcode | This game uses generative artificial intelligence to assist with development.
AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code.
All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality. | Kronarc Engine Collective | - | May 23, 2026 | |
Point Shooter Store/marketing art | Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay. | Awesome Developer Name | - | May 23, 2026 | |
Minefront In-game content textart | We use generative AI tools to assist with the creation and refinement of some pre-generated content, including store page text, translations, marketing copy, and selected promotional/static visual assets. The game does not use generative AI to create content in real time during gameplay. | dark_dani | - | May 23, 2026 | |
Coastal Summit Sports: College Athletics 27 Dev only code | This game was developed with the assistance of Generative AI tools which served as a coding co-pilot. The AI was used to assist in writing the simulation logic, database structure, and user interface code during the development phase. All generated code was reviewed, tested, and finalized by the developer. The game does not utilize live Generative AI during gameplay | Coastal Summit Sports | - | May 23, 2026 | |
Hell Girl In-game content art | This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay. | KHD Games | - | May 23, 2026 |