Some of the images and music were created with the assistance of AI tools.
- Creator
- Pedro Verpha
- Reviews
- -
- Added
- Jul 25, 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.
Some of the images and music were created with the assistance of AI tools.
Generative tools were used to create and refine selected 2D illustrations, music, sound effects, localization, and store text. All materials were reviewed and edited by the developer. The game does not generate content using AI or connect to generative AI services during gameplay.
During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements.
The character design of GUGUGAGA is generated by AI.
Pre-generated visual assets and localized text were created with the assistance of generative tools, then reviewed, edited, and integrated by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game for coding, artwork creation, and localization.
Graphics generated by AI.
Some character art, icons, and store capsule/key-art images in this game were created with the help of generative AI tools (Google Gemini). All AI-generated assets were reviewed, curated, and edited by the developer, and do not misuse third-party copyrighted works. No AI content is generated live for players at runtime — all assets are pre-generated and fixed.
Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. 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 players to any live AI service.
Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for: • Store assets — capsule, header, and marketing images. • In-game illustrations — chapter cutscene art and non-interactive background/scene imagery. • Achievement icons. All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI. The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service. The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license.
The quiz content (questions, answer choices, and explanations) was authored with the assistance of large language models, then validated by automated checks (every citation resolves against the canonical text) and human review passes. The scripture text itself is NOT AI-generated — it is the public-domain JPS 1917 translation sourced from Sefaria.org. Decorative chapter art and store capsule art were produced by our own procedural generation scripts with AI-assisted design; store copy was written with AI assistance and human-edited. The game contains no live/runtime AI generation.
AI has been used during the development of Blokkit to accelerate the process of writing code, creating some assets for the store page, and for writing translations into 7 different languages,
Using AI to assist with work
Selected promotional artwork on the Steam store page was created with assistance from generative AI tools. This artwork was manually reviewed and edited by the developer. The application itself does not contain any AI-generated code or visual assets, does not generate AI content during use, and does not connect to external AI services.
Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay.
Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time.
Generative AI is used in this game for both asset creation (such as UI elements and character visuals) and as a tool to assist in the development process (such as code organization). Every piece of content generated by AI is carefully reviewed and refined by the development team to ensure it meets our quality standards.
Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay.
AI tools were used for translation purposes.
Generative AI tools were used extensively throughout development to create the game's code, dialogue and other written content, sound effects, visual assets, localization, and Steam store and marketing materials. All AI-generated content was reviewed, selected, and integrated by the developer before release. The game does not use generative AI to create new content during gameplay.
Some visual assets were created with the assistance of generative AI tools as part of the development process. No content is generated by AI during gameplay.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
Generative AI tools were used during the development process to assist in creating and refining some visual assets. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its promotional materials.
Games localization is created by assistance of AI
90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items.
Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication.
The image of the players and the images of the cards are made with Generative Artificial Intelligence.
Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX: Zundamon).
This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself.
The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services.
The images in this game were generated using artificial intelligence.
AI has been used extensively in the production of this game.
Generative AI was used in the game's art production for image creation and image enhancement. Generative AI was used to translate the game's localized content.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
AI Generated Content Disclosure The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay. Music: The in-game music was produced using Suno, an AI music-generation tool. Art: Some visual assets were created with the assistance of AI image-generation tools. Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging. All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
AI was used for some asset/card art only. No live AI generation."
Few of the game art / assets were AI generated
To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text). Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience.
This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation. A part of game music was created by AI. All other content — artwork, game design — was created by the development team without the use of generative AI.
Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools.
1.Some scenes 2.promotional renderings。
Some of this game's artwork — including key art, the main-menu background, and store/marketing images — was created with the help of generative AI (Midjourney) and then curated and edited by the developer. Everything else, including gameplay, code, sound, and the in-game pixel art, is human-made or from licensed asset packs. No AI-generated content is produced live while you play. Some in-game text translations were produced with AI assistance and reviewed for accuracy.
Al were used to assist with translating text into multiple languages.
Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release.
This game utilizes AI-assisted generation for certain art assets and the core code framework. Every element has undergone thorough manual review, fine-tuning, and integration by our developers, guaranteeing that the final output aligns with the game's intended aesthetic and quality standards.No live‑generated AI content appears during gameplay
Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play.
Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mini Soccer Manager In-game content artaudio | Some of the images and music were created with the assistance of AI tools. | Pedro Verpha | - | Jul 25, 2026 | |
Tail and Chaos In-game content artaudiotext | Generative tools were used to create and refine selected 2D illustrations, music, sound effects, localization, and store text. All materials were reviewed and edited by the developer. The game does not generate content using AI or connect to generative AI services during gameplay. | Shnumi | 34 | Jul 25, 2026 | |
Command-Ω Omega 2 In-game content artcode | During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements. | IMPERIAL DYNAMICS | - | Jul 25, 2026 | |
GUGUGAGA:PEEKABOO In-game content art | The character design of GUGUGAGA is generated by AI. | DreamStep | - | Jul 25, 2026 | |
Shell Heroes: Awesome Island In-game content arttext | Pre-generated visual assets and localized text were created with the assistance of generative tools, then reviewed, edited, and integrated by the developer. The game does not generate content during gameplay. | GlowShell Creative | - | Jul 25, 2026 | |
LuMIDI In-game content artcodetext | Generative AI was used in the development of this game for coding, artwork creation, and localization. | Studio SHIRANUI | - | Jul 25, 2026 | |
Space Detective 14 Unclear art | Graphics generated by AI. | Videogame Collective | - | Jul 25, 2026 | |
TASMON: Taskbar Monsters art | Some character art, icons, and store capsule/key-art images in this game were
created with the help of generative AI tools (Google Gemini). All AI-generated
assets were reviewed, curated, and edited by the developer, and do not
misuse third-party copyrighted works. No AI content is generated live for
players at runtime — all assets are pre-generated and fixed. | ProjectZeta | 75 | Jul 25, 2026 | |
Up, Little One In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. 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 players to any live AI service. | Yurari Games | - | Jul 25, 2026 | |
Shadow Runner In-game content art | Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for:
• Store assets — capsule, header, and marketing images.
• In-game illustrations — chapter cutscene art and non-interactive background/scene imagery.
• Achievement icons.
All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI.
The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service.
The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license. | ArcadeDeck | - | Jul 25, 2026 | |
Tanach: A Journey Through the Hebrew Bible In-game content textart | The quiz content (questions, answer choices, and explanations) was authored with the assistance of large language models, then validated by automated checks (every citation resolves against the canonical text) and human review passes. The scripture text itself is NOT AI-generated — it is the public-domain JPS 1917 translation sourced from Sefaria.org. Decorative chapter art and store capsule art were produced by our own procedural generation scripts with AI-assisted design; store copy was written with AI assistance and human-edited. The game contains no live/runtime AI generation. | Elundis Interactive | - | Jul 25, 2026 | |
Blokkit In-game content codearttext | AI has been used during the development of Blokkit to accelerate the process of writing code, creating some assets for the store page, and for writing translations into 7 different languages, | OutOut Interactive | - | Jul 25, 2026 | |
Mortal & Dao Dev only | Using AI to assist with work | 张玄 | - | Jul 25, 2026 | |
Desktop Gremlins Store/marketing art | Selected promotional artwork on the Steam store page was created with assistance from generative AI tools. This artwork was manually reviewed and edited by the developer. The application itself does not contain any AI-generated code or visual assets, does not generate AI content during use, and does not connect to external AI services. | ShuGhost | - | Jul 25, 2026 | |
BLUE SHIP In-game content arttext | Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay. | HAE GAME STUDIO | - | Jul 25, 2026 | |
The Ancient Caverns In-game content artaudio | Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time. | Meridian Studios | - | Jul 25, 2026 | |
Last Ascender In-game content artcode | Generative AI is used in this game for both asset creation (such as UI elements and character visuals) and as a tool to assist in the development process (such as code organization). Every piece of content generated by AI is carefully reviewed and refined by the development team to ensure it meets our quality standards. | Ideal Creative | - | Jul 25, 2026 | |
MAIMCOIL In-game content audioart | Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay. | corewisevideo | - | Jul 25, 2026 | |
Ducasse In-game content text | AI tools were used for translation purposes. | Adrien De Nève | - | Jul 25, 2026 | |
修仙模拟器 In-game content arttextcodeaudio | Generative AI tools were used extensively throughout development to create the game's code, dialogue and other written content, sound effects, visual assets, localization, and Steam store and marketing materials. All AI-generated content was reviewed, selected, and integrated by the developer before release. The game does not use generative AI to create new content during gameplay. | dj4231 | - | Jul 25, 2026 | |
Emberfall Idle Dev only art | Some visual assets were created with the assistance of generative AI tools as part of the development process.
No content is generated by AI during gameplay. | Ariwell Studios | - | Jul 25, 2026 | |
The Long Way Up In-game content art | Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer. | Flytel | - | Jul 25, 2026 | |
Osiedlowy In-game content art | Generative AI tools were used during the development process to assist in creating and refining some visual assets. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its promotional materials. | Koy Games | - | Jul 25, 2026 | |
Glyphforge In-game content text | Games localization is created by assistance of AI | Salty Games Studio | - | Jul 25, 2026 | |
Dopamine Eggs In-game content art | 90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items. | Eggys Games | - | Jul 25, 2026 | |
That's for Yolk In-game content textartaudio | Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication. | Yinuo Liu | - | Jul 25, 2026 | |
Archomni 2: Mondus Maxima In-game content art | The image of the players and the images of the cards are made with Generative Artificial Intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Jul 25, 2026 | |
日本地図 都市パズル In-game content arttext | Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts
were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX:
Zundamon). | LIMO | - | Jul 25, 2026 | |
Folklore War Game In-game content audioarttextcode | This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself. | Join Digital Land | - | Jul 25, 2026 | |
Old Money In-game content arttextcode | The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services. | DeltaGames | - | Jul 25, 2026 | |
Accident Investigator Simulator: Black Box In-game content art | The images in this game were generated using artificial intelligence. | Cottondream Studio | - | Jul 25, 2026 | |
Castle of Smash Unclear | AI has been used extensively in the production of this game. | ZCgames | - | Jul 25, 2026 | |
Touhou Bansho Cards In-game content arttext | Generative AI was used in the game's art production for image creation and image enhancement.
Generative AI was used to translate the game's localized content. | EskiNott Game Studio | - | Jul 25, 2026 | |
Dirtnap Unclear | Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team. | Unstable Entity | - | Jul 25, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
Neon Tyrant In-game content audiotext | AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime. | One Mind Games | - | Jul 25, 2026 | |
ブラック研究室からの脱出 In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Jul 25, 2026 | |
LIGHT IT In-game content audioartcode | AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game. | HuntForge | - | Jul 25, 2026 | |
66 Lives In-game content art | AI was used for some asset/card art only. No live AI generation." | Comismele | - | Jul 25, 2026 | |
DesktopDrifter.exe In-game content art | Few of the game art / assets were AI generated | Lisk | - | Jul 25, 2026 | |
The Proxy In-game content arttext | To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text).
Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience. | New Bee Studio | - | Jul 25, 2026 | |
羽迹 In-game content textaudio | This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation.
A part of game music was created by AI.
All other content — artwork, game design — was created by the development team without the use of generative AI. | 笛笛龙游戏 | - | Jul 25, 2026 | |
Okey 101 In-game content art | Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools. | Ayazwai | - | Jul 25, 2026 | |
挂机魔王 Unclear | 1.Some scenes
2.promotional renderings。 | Ashforge Games | 36 | Jul 25, 2026 | |
Just Five More Minutes In-game content arttext | Some of this game's artwork — including key art, the main-menu background, and store/marketing images — was created with the help of generative AI (Midjourney) and then curated and edited by the developer.
Everything else, including gameplay, code, sound, and the in-game pixel art, is human-made or from licensed asset packs. No AI-generated content is produced live while you play.
Some in-game text translations were produced with AI assistance and reviewed for accuracy. | Meridian Studios | - | Jul 25, 2026 | |
Celestial 9 In-game content text | Al were used to assist with translating text into multiple languages. | TELO | - | Jul 25, 2026 | |
Arcanum Collegium In-game content art | Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release. | DonQ Studio | - | Jul 25, 2026 | |
天宫乱斗 In-game content artcode | This game utilizes AI-assisted generation for certain art assets and the core code framework. Every element has undergone thorough manual review, fine-tuning, and integration by our developers, guaranteeing that the final output aligns with the game's intended aesthetic and quality standards.No live‑generated AI content appears during gameplay | Chromew | - | Jul 25, 2026 | |
Spirefall In-game content artaudiotext | Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play. | PSG Studios | - | Jul 25, 2026 | |
Ruler of Empires In-game content art | Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI. | Mehmet Sefa KARATAŞ | - | Jul 25, 2026 |