Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
- Creator
- Georg Konrad
- Reviews
- -
- Added
- Aug 29, 2026
Public Steam disclosure research 25,706 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.
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
AI translation is used for multiple languages
Translated using generative AI
Some visual assets in the game were originally created and edited manually using image editing software, and were later refined with generative AI tools. AI was used only as part of the visual refinement process. Final assets were reviewed and edited by the developer before being included in the game.
Steam store page logo and cover art made with ai tools
AI was used to write code and structure ideas. For art and music it wasn't used.
Generative AI tools were used only during early-stage concept exploration and as internal visual and design references. No AI-generated artwork or other AI-generated content is included in the final game. All final in-game art assets are either created by our development team or sourced from properly licensed assets. The game does not use live-generated AI during gameplay.
Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves.
Localization was produced with AI-assisted machine translation.
To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game: Programming & Development Support: AI tools assisted in drafting source code and verifying game logic. Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed. Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering. All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines.
"AI tools were used to assist in the creation of some of the game's artwork and textures."
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation).
Monster images are machine generated output based.
Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity. Everything else is human-made: design, writing, level design, code and audio. We think you should know this before you play.
AI was used to create the music.
Generative AI is used for background artwork and English translation.
Some of the game's text, including in-app interface copy and the store page description, was drafted with the assistance of an LLM and edited by the developer, as was the game's source code. All artwork, animation, 3D models and audio are human-authored. The game does not generate any content at runtime.
Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored.
Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase.
AI generative tools were used to create some 2D art assets used in the game
Utilizes artificial intelligence tools to assist in the development of certain in-game content.
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
Generative AI tools were used in a limited capacity during the development process.
Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay.
Artwork is currently initially generated using AI processes
Some code and animation created with the assistance of LLMs.
Generative AI was used to assist with drafting and editing some text content and store page descriptions.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play. Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
We used generative AI for the icons in the skill tree.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
Generative AI tools were used during development to assist with portions of source code and early drafts of store-page and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
music
music
localization
As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets.
Steam community assets and store page art. Planning to replace later with art from an artist.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
Some music, graphics and a little bit of code
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dialshift In-game content audioart | Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay. | Georg Konrad | - | Aug 29, 2026 | |
You Will Get Rich! In-game content text | AI translation is used for multiple languages | fortunate bull | - | Aug 29, 2026 | |
Get Stronger! Auto‑Chess Unclear text | Translated using generative AI | heheihei | - | Aug 29, 2026 | |
Seven Nights of the Black Tide In-game content art | Some visual assets in the game were originally created and edited manually using image editing software, and were later refined with generative AI tools. AI was used only as part of the visual refinement process. Final assets were reviewed and edited by the developer before being included in the game. | YuanMu | - | Aug 29, 2026 | |
Sad Virus Ruined Land Store/marketing art | Steam store page logo and cover art made with ai tools | Valkeala Software | - | Aug 29, 2026 | |
GearTopia Dev only code | AI was used to write code and structure ideas.
For art and music it wasn't used. | Fornax Games | - | Aug 29, 2026 | |
ToyOps Dev only art | Generative AI tools were used only during early-stage concept exploration and as internal visual and design references. No AI-generated artwork or other AI-generated content is included in the final game. All final in-game art assets are either created by our development team or sourced from properly licensed assets. The game does not use live-generated AI during gameplay. | Potato Games Studio | - | Aug 29, 2026 | |
ALGO ARMS In-game content arttextcode | Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves. | Quench Forge | - | Aug 29, 2026 | |
Post Office: Tidy Up! In-game content text | Localization was produced with AI-assisted machine translation. | Mao Den Games | - | Aug 29, 2026 | |
ANIMITE Echoes of the Chasm In-game content artaudiocode | To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game:
Programming & Development Support: AI tools assisted in drafting source code and verifying game logic.
Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed.
Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering.
All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines. | Motaro | - | Aug 29, 2026 | |
Serandor The Last Knight In-game content art | "AI tools were used to assist in the creation of some of the game's artwork and textures." | Reynoc Games | - | Aug 29, 2026 | |
Rookie Rook In-game content text | We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus. | Dozy Duck Games | - | Aug 29, 2026 | |
Live on, Until we can't In-game content arttext | This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation). | Pallang Studio | - | Aug 29, 2026 | |
Lootstone In-game content art | Monster images are machine generated output based. | Rokas | - | Aug 29, 2026 | |
Hellternum In-game content art | Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity.
Everything else is human-made: design, writing, level design, code and audio.
We think you should know this before you play. | Weird Potro Studio | - | Aug 29, 2026 | |
Obstacle Blaster In-game content audio | AI was used to create the music. | Impulse Response Enterprises Ltd | - | Aug 29, 2026 | |
ShirocaTriangle In-game content arttext | Generative AI is used for background artwork and English translation. | 海のお魚パーティー | - | Aug 29, 2026 | |
Wildmane: Blood Bay Store/marketing textcode | Some of the game's text, including in-app interface copy and the store page description, was drafted with the assistance of an LLM and edited by the developer, as was the game's source code. All artwork, animation, 3D models and audio are human-authored. The game does not generate any content at runtime. | Carysaurus | - | Aug 29, 2026 | |
Still Sorting In-game content text | Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime. | montsaint | - | Aug 29, 2026 | |
SIMPLE ACTION In-game content audiocode | AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer. | Untiteld Folder | - | Aug 29, 2026 | |
DAKENSHI Store/marketing art | The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play. | Sakamo Productions | - | Aug 29, 2026 | |
PupRacers In-game content textcode | PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven. | Jean-Yves Quentel | - | Aug 29, 2026 | |
A Lovely Day in Hell In-game content audio | Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored. | Wander & Wilt | - | Aug 29, 2026 | |
Cargo Industry Dev only code | Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase. | Martin Timothy Timko | - | Aug 29, 2026 | |
Requies In-game content art | AI generative tools were used to create some 2D art assets used in the game | Maksim Mazanets | - | Aug 29, 2026 | |
Basketball Dynasty Unclear | Utilizes artificial intelligence tools to assist in the development of certain in-game content. | YBC Studio | - | Aug 29, 2026 | |
SCOP In-game content art | Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay. | LudoDema | - | Aug 29, 2026 | |
Rock Flipper In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | - | Aug 29, 2026 | |
Cyberpunk Cats & Dogs In-game content arttext | Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation. | Black One Room Games | - | Aug 29, 2026 | |
The Hundredth Gear Dev only | Generative AI tools were used in a limited capacity during the development process. | Crimson Cloud Games | - | Aug 29, 2026 | |
The House Between Times Store/marketing arttext | Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay. | Gentle Quartz | - | Aug 29, 2026 | |
Drums & Steel Unclear art | Artwork is currently initially generated using AI processes | OuterBounds | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
Daydream Cat: DreamSpirits Idle Adventure Store/marketing text | Generative AI was used to assist with drafting and editing some text content and store page descriptions. | StandinFire Studio | - | Aug 29, 2026 | |
Mandate 1600: The East In-game content arttext | Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output. | RM GAME | - | Aug 29, 2026 | |
Deep Sea Survivor In-game content artaudio | Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay. | 10PARK | - | Aug 29, 2026 | |
FSPunch In-game content artaudiocode | The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running. | opinionampGames | - | Aug 29, 2026 | |
Laryen Live AI text | Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play.
Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication. | WITHCENTER | - | Aug 29, 2026 | |
Echo Doodle In-game content artaudio | Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay. | TruePushed | - | Aug 29, 2026 | |
Clickhold In-game content art | We used generative AI for the icons in the skill tree. | Cataclicktic Games | - | Aug 29, 2026 | |
ALL-HU: Mahjong Puzzle In-game content artaudio | Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI. | SHJ Studio | - | Aug 29, 2026 | |
Save the princess : Cards & Chaos In-game content text | Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience. | BlackCrow | - | Aug 29, 2026 | |
Devouring City Store/marketing codetext | Generative AI tools were used during development to assist with portions of source code and early drafts of store-page
and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not
generate AI content during gameplay and does not connect to external AI services. | Napforge Studio | - | Aug 29, 2026 | |
Me VS Demonking?Seriously? Unclear | music | 异世界卡车 | - | Aug 29, 2026 | |
Esper Overload Unclear | music | 异能小队 | - | Aug 29, 2026 | |
Spear Dive In-game content text | localization | SobaStudio | - | Aug 29, 2026 | |
Little Magic Fish Story In-game content art | As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets. | III SRISLE | - | Aug 29, 2026 | |
Rookie Spook Store/marketing art | Steam community assets and store page art. Planning to replace later with art from an artist. | Games with Geebs | - | Aug 29, 2026 | |
Epic Goose Game In-game content audioart | The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI. | Kotynia Games | - | Aug 29, 2026 | |
Morality In-game content artaudiocode | Some music, graphics and a little bit of code | Novka Studio | - | Aug 29, 2026 |