AI was used for some of the store page images.
- Creator
- Cockroach Studio
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI was used for some of the store page images.
This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries.
This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo. Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page.
Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5%
Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game. The game does not use generative AI to create content in real time for players.
The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product
AI was used to translate the game's texts into other languages.
Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually.
This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are called at runtime.
Art,Music,Code
Some store page images and promotional art of this game are made with generative AI; no real-time AI generation occurs in-game
ChatGPT/Codex was used to assist with writing and editing code. One main menu background image was generated using ChatGPT. All AI-assisted work was reviewed by the developer.
Some of the artworks and music were first generated by AI, then manually revised and recreated.
Some of the images in this game are created using artificial intelligence.
Assistance in programming ( the programmer can't remember Godot's _unhandled_input(event) syntax even after 5 projects… ). Assistance with text and minor graphic patching.
We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production. Where AI Was Used A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style. Where AI Was Not Used All of the core creative work in Golden Years is fully handcrafted. This includes: Level design and layout Atmosphere, lighting, and mood Gameplay systems and mechanics Environmental storytelling Overall direction and feel of the game No AI tools were used to design gameplay, build levels, or shape the game's atmosphere. Store Page and Descriptions Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game. Gameplay Logic AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented.
This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards.
Some art assets and music pieces are created with AI tools, followed by manual editing and secondary creative refinement.
We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team. How we use it: - Process optimization: It helps us streamline technical tasks and repetitive workflows. - Efficiency: It allows us to deliver better work and move forward much faster. - Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish. Our commitment to craftsmanship: - Total human control: No element of the final game has been left solely to AI. - Expert review: Every technical asset or piece of content goes through a rigorous human editing filter. - Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset. - Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human. Thank you for your constant support!
Art,Music,Code
Some audio assets in this game were created with the assistance of generative AI.
Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design.
The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code.
Generative AI tools were used during development to assist in creating, texturing, and editing background elements for the promotional marketing materials, library assets, and store page capsules. No AI content is generated live during gameplay.
AI-generated artifacts
This game uses AI-generated and post-edited content for the presentation of scenes and characters.
This game utilized AI tools for localization.
Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer.
AI was used for image editing.
This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services.
This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations.
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
We are using AI generated images for our store page materials and some in game visuals (some icons etc.)
AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand.
Al were only used to assist with translating text into multiple languages.
This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team.
Backgrounds and Icon created by AI.
AI-assisted localization
AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually. Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
Some artworks and music are created by first using AI generation and then further artistic refinement.
Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools
Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer.
AI was used during development to help fix scripting errors and improve development efficiency. No AI was used in the creation of the game’s levels, menus, UI, or graphic designs.
The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game. Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style. No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work.
The videos seen in game have been generated thanks to multiple AI tools.
Some visual assets in this game, including achievement icons and video content, were created with the assistance of AI image generation tools.
I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender.
Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pt.PUYUYU Store/marketing art | AI was used for some of the store page images. | Cockroach Studio | - | Jun 28, 2026 | |
Doors of Illusion In-game content audio | This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries. | Paggart Studio | - | Jun 28, 2026 | |
Another Slop Game In-game content art | This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo.
Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page. | DAEVON | - | Jun 28, 2026 | |
Cues From The Past In-game content audio | Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements. | Zrmdov | - | Jun 28, 2026 | |
FOCUS In-game content art | FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime. | kuma-hacker | - | Jun 28, 2026 | |
7743 In-game content art | 7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5% | Stanislaw Truchowski | 11 | Jun 28, 2026 | |
Twelve Boxes In-game content artcode | Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game.
The game does not use generative AI to create content in real time for players. | pashooter | - | Jun 28, 2026 | |
Case Analyst In-game content artaudio | The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product | Luca Panteghini | - | Jun 28, 2026 | |
Floor 12: The Delivery In-game content text | AI was used to translate the game's texts into other languages. | Gvn Games | - | Jun 28, 2026 | |
Casa de Cuy: A Finca Full of Fluff In-game content text | Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually. | Starline Arcade | - | Jun 28, 2026 | |
记忆收藏家 · The Memory Mender In-game content artaudio | This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are
called at runtime. | Xiang | - | Jun 28, 2026 | |
魔法少女甜心 Magical Girl Sweetheart Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 27, 2026 | |
SCRIBBLE HUNT Store/marketing art | Some store page images and promotional art of this game are made with generative AI; no real-time AI generation occurs in-game | SCRIBBLE BUNNY | - | Jun 27, 2026 | |
Tidy Up: Spaceship In-game content artcode | ChatGPT/Codex was used to assist with writing and editing code.
One main menu background image was generated using ChatGPT.
All AI-assisted work was reviewed by the developer. | GreatDani | 46 | Jun 27, 2026 | |
Find Cats 8 Magical Plant Kingdom In-game content artaudio | Some of the artworks and music were first generated by AI, then manually revised and recreated. | Happy Fish | - | Jun 27, 2026 | |
Calculus of Rot In-game content art | Some of the images in this game are created using artificial intelligence. | Kazakov Studios | - | Jun 16, 2026 | |
脳活 408まちがい全部見つけよう! Dev only textart | Assistance in programming ( the programmer can't remember Godot's _unhandled_input(event) syntax even after 5 projects… ). Assistance with text and minor graphic patching. | Nekomura Games | - | Jun 15, 2026 | |
Golden Years Nursing Home In-game content art | We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production.
Where AI Was Used
A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style.
Where AI Was Not Used
All of the core creative work in Golden Years is fully handcrafted. This includes:
Level design and layout
Atmosphere, lighting, and mood
Gameplay systems and mechanics
Environmental storytelling
Overall direction and feel of the game
No AI tools were used to design gameplay, build levels, or shape the game's atmosphere.
Store Page and Descriptions
Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game.
Gameplay Logic
AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented. | Iron Tank Studios | - | Jun 15, 2026 | |
Know Lychees / 来高州识荔枝 In-game content artaudiocode | This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards. | Big & Curly Games | - | Jun 14, 2026 | |
Find Cats 7 Art & Alchemy In-game content artaudio | Some art assets and music pieces are created with AI tools, followed by manual editing and secondary creative refinement. | Happy Fish | - | Jun 13, 2026 | |
Escape from Umbra Dev only | We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team.
How we use it:
- Process optimization: It helps us streamline technical tasks and repetitive workflows.
- Efficiency: It allows us to deliver better work and move forward much faster.
- Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish.
Our commitment to craftsmanship:
- Total human control: No element of the final game has been left solely to AI.
- Expert review: Every technical asset or piece of content goes through a rigorous human editing filter.
- Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset.
- Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human.
Thank you for your constant support! | WildSphere | - | Jun 12, 2026 | |
爪爪改造家2 PawRebuild 2 Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 12, 2026 | |
落叶归根 Climbing Back to the Mothership In-game content audio | Some audio assets in this game were created with the assistance of generative AI. | MHZ | - | Jun 12, 2026 | |
Indefinite: Intake In-game content art | Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design. | Mikail Erdal | - | Jun 9, 2026 | |
50 Sloths in Costa Rica Dev only | The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code. | Sephinom | - | Jun 8, 2026 | |
Last Dose Store/marketing art | Generative AI tools were used during development to assist in creating, texturing, and editing background elements for the promotional marketing materials, library assets, and store page capsules. No AI content is generated live during gameplay. | XdevjabeR | - | Jun 8, 2026 | |
Port Logistics Simulator: Dockside Harbor Handling Unclear | AI-generated artifacts | Great Escape Games Publishing | - | Jun 8, 2026 | |
Eerie Night - Escape from the Funfair - Collector's Edition In-game content arttext | This game uses AI-generated and post-edited content for the presentation of scenes and characters. | magnussoft | - | Jun 8, 2026 | |
Cozy Radiation Cleaner In-game content text | This game utilized AI tools for localization. | SilverSet Studios LTD. | - | Jun 7, 2026 | |
Phil in the Mirror In-game content audio | Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer. | Lunanod | 30 | Jun 7, 2026 | |
No Return Address Unclear art | AI was used for image editing. | ASK_GAMES | - | Jun 6, 2026 | |
Aiya Desire Store/marketing codetext | This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services. | VNL Works Inc. | - | Jun 6, 2026 | |
Time Gamers: Guardians of the Marble Man In-game content art | This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations. | David Brinkman | - | Jun 5, 2026 | |
Still Here Store/marketing art | Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | LordOfTheCat Art | - | Jun 5, 2026 | |
All For $1 In-game content art | We are using AI generated images for our store page materials and some in game visuals (some icons etc.) | loot ducks | - | Jun 5, 2026 | |
Gardens Of Lutonia In-game content textart | AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand. | VOXELMANA | - | Jun 4, 2026 | |
Dither Cleaning World In-game content text | Al were only used to assist with translating text into multiple languages. | Shaqi | - | Jun 4, 2026 | |
Backrooms Dream with Tung Tung Tung Sahur In-game content textaudio | This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team. | Source Byte | - | Jun 3, 2026 | |
Wild Climbers Peak Panic In-game content art | Backgrounds and Icon created by AI. | DeepFra | - | Jun 3, 2026 | |
Cozy Archivist Simulator In-game content text | AI-assisted localization | Pan | - | Jun 3, 2026 | |
Hidden Turtle Puzzle In-game content artcode | AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions. | OmniScapes Interactive | - | Jun 3, 2026 | |
Merge Hidden 合成寻物 In-game content artaudio | Some artworks and music are created by first using AI generation and then further artistic refinement. | Happy Fish | - | Jun 3, 2026 | |
Assassin Of Spider 2: 2099 In-game content art | Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools | Saylor games | - | Jun 3, 2026 | |
Anomaly Watcher In-game content codeart | Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer. | No Signal Studio | - | Jun 3, 2026 | |
INKUBO Dev only code | AI was used during development to help fix scripting errors and improve development efficiency. No AI was used in the creation of the game’s levels, menus, UI, or graphic designs. | DATAPHOBIA INTERACTIVE | - | Jun 3, 2026 | |
Echo Pandemic Store/marketing art | The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game.
Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style.
No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work. | Fooldog Studios | - | Jun 3, 2026 | |
+=- In-game content art | The videos seen in game have been generated thanks to multiple AI tools. | +=- Studio | - | Jun 3, 2026 | |
The Disclosure Loop In-game content art | Some visual assets in this game, including achievement icons and video content, were created with the assistance of AI image generation tools. | IonianCore | - | Jun 3, 2026 | |
Blackwood Lodge: The Siblings In-game content audioart | I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender. | Spice of Life Studios | - | Jun 3, 2026 | |
Potions & Passions: Therapist for Monsters In-game content art | Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision. | Fronty Games | - | Jun 3, 2026 |