Some icons, sounds and translations were created with AI.
- Creator
- Purple Dragon Studios
- Reviews
- -
- Added
- Sep 18, 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.
Some icons, sounds and translations were created with AI.
Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights.
AI (Image Generation) was used only for the images on the mode selection screen.
Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players.
Steam store page logo and cover art made with ai tools
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Hedge Knight features artwork developed with generative AI.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay.
I use AI coding assistant to polish and debug the code.
Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer.
This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game. AI is not used to generate content in real time during gameplay.
We've used AI to translate the game, and also to create some songs. Every Art (3D/2D) was human made.
As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game.
Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.) AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI.
Generative AI tools were used during development to create game assets.
Generative AI tools were used during development to create some artwork, including character art, environments, and promotional images. These are pre-made assets. No content is generated by AI during gameplay.
For now, AI/computer-generated audio is utilized for the limited express automated announcements
Some AI was used to generate marketing images and in-game content, including music and art. This game would not be possible for a 1-person studio without such tools.
An AI assistant helped write the code, the translations and the store page texts; everything was reviewed and tested by the developer. All in-game visuals and sounds are generated procedurally by the game's own code. AI is not used at runtime.
Some of this game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes a portion of the 3D weapon and armor models (generated with AI 3D tools and hand-adjusted), the game logo and store/marketing artwork (AI image tools), and the translation of interface text into languages other than Turkish and English. No content is generated by AI at runtime and the game does not connect to any AI service.
Crappy Corp uses a small amount of pre-generated AI content, all created during development and shipped as fixed assets: the looping background video on the main menu, and the game's achievement icons. Both were made with AI image and video tools and then edited and finished by hand. Parts of the game's code were also written with AI assistance. Everything else is not AI generated. The 3D models, characters, environments and animations are licensed commercial asset packs or made by us, and all sound effects and music come from licensed sound libraries. The in-game crew voice is Steam voice chat between real players, not synthesized speech. No AI content is generated while you play.
The game includes pre-generated AI-assisted artwork, sound effects, and music.
Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself. You can disable these features in the settings without impacting gameplay.
Helped with coding the games functionality.
AI was used to create the Steam page design based on in-game 3D models.
The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over. All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running.
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
Generative AI assisted with localization, text and promotional artwork during development. RaceLineCalc does not generate AI content at runtime or connect to generative AI services during use. Racing lines are calculated by numerical optimization using physical models.
No live AI. It was used to assist with the game's programming and code development.
Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime.
Spoken dialogue in this game were generated with an AI text-to-speech tool. No AI-generated content is produced at runtime.
Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content.
Using my own art to make more ICONS backgrounds
Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay.
Does it matter? No, the game is still fun.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Only the store page picture generated by ai
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Atomic Hockey In-game content artaudiotext | Some icons, sounds and translations were created with AI. | Purple Dragon Studios | - | Sep 18, 2026 | |
Slimefall In-game content codeart | Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights. | Funny Turtle Games | - | Sep 18, 2026 | |
Ride Up Together In-game content art | AI (Image Generation) was used only for the images on the mode selection screen. | Necha Games | - | Sep 18, 2026 | |
Factory Shift In-game content artcodetext | Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players. | Xishun Studio | - | Sep 18, 2026 | |
Sorcerer Adventure Store/marketing art | Steam store page logo and cover art made with ai tools | Marcello Studios | - | Sep 16, 2026 | |
Fish on the Floor In-game content codetextart | Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play. | Free Dust | - | Sep 16, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
Seasonal Reset: Halloween Edition In-game content audioart | Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running. | Budder Technology LLC | - | Sep 16, 2026 | |
Oscilloscopia Unclear arttext | Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited. | Imbölt | - | Sep 16, 2026 | |
超エキサイトボール In-game content artaudio | This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay. | ARAKI | - | Sep 16, 2026 | |
Open Boat: Charter Fishing Simulator In-game content arttext | Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources. | LB_Game | - | Sep 16, 2026 | |
Hot Meals Fast Wheels - Prologue In-game content artaudio | We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards. | Misket Games | - | Sep 16, 2026 | |
Expiration In-game content artaudio | Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay. | Forest Lake | - | Sep 16, 2026 | |
Junkyard Astronauts In-game content artaudiotextcode | Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work. | muddermis | - | Sep 16, 2026 | |
Clever Ball In-game content text | Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay. | Riaru Games | - | Sep 16, 2026 | |
RemoteSpace: First Settlement Dev only code | I use AI coding assistant to polish and debug the code. | ShadowDev | - | Sep 15, 2026 | |
Man's Perfect Summer Store/marketing text | Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer. | Lowbeam Studio | - | Sep 15, 2026 | |
Hell Ascension In-game content artaudio | This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game.
AI is not used to generate content in real time during gameplay. | JehemStudio | - | Sep 15, 2026 | |
Kush Ricochet: Cut Kush. Make Cash. In-game content textaudio | We've used AI to translate the game, and also to create some songs.
Every Art (3D/2D) was human made. | LobotoMax | - | Sep 15, 2026 | |
Fuse Rush In-game content art | As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels. | ApeRockt | - | Sep 15, 2026 | |
Bandit: Tape it! Store/marketing art | The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game. | Unal Bellikli | - | Sep 15, 2026 | |
Boom Crew In-game content art | Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play. | Orchakov | - | Sep 15, 2026 | |
Super Brik Brik Store/marketing art | AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime. | Infiland | - | Sep 15, 2026 | |
SMASH Co. In-game content artcode | AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.)
AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI. | Thicc Voodoo | - | Sep 15, 2026 | |
BoneHeads In-game content art | Generative AI tools were used during development to create game assets. | deReaLized | - | Sep 15, 2026 | |
Rope Ninja In-game content art | Generative AI tools were used during development to create some artwork, including character art, environments, and promotional images. These are pre-made assets. No content is generated by AI during gameplay. | MightyBig | - | Sep 15, 2026 | |
RUNNING TRAIN In-game content audio | For now, AI/computer-generated audio is utilized for the limited express automated announcements | Novatetsu Games | 1.6k | Sep 14, 2026 | |
The Vessel In-game content artaudio | Some AI was used to generate marketing images and in-game content, including music and art.
This game would not be possible for a 1-person studio without such tools. | Fist Pump Games | - | Sep 13, 2026 | |
Trampoline to Tomorrow In-game content codetext | An AI assistant helped write the code, the translations and the store page texts; everything was reviewed and tested by the developer. All in-game visuals and sounds are generated procedurally by the game's own code. AI is not used at runtime. | Solvyndra | - | Sep 13, 2026 | |
Armorer: Tidy Up the Armory Before Dawn In-game content arttext | Some of this game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes a portion of the 3D weapon and armor models (generated with AI 3D tools and hand-adjusted), the game logo and store/marketing artwork (AI image tools), and the translation of interface text into languages other than Turkish and English. No content is generated by AI at runtime and the game does not connect to any AI service. | Velron Games | - | Sep 13, 2026 | |
Crappy Corp In-game content artcode | Crappy Corp uses a small amount of pre-generated AI content, all created
during development and shipped as fixed assets: the looping background
video on the main menu, and the game's achievement icons. Both were made
with AI image and video tools and then edited and finished by hand.
Parts of the game's code were also written with AI assistance.
Everything else is not AI generated. The 3D models, characters,
environments and animations are licensed commercial asset packs or made
by us, and all sound effects and music come from licensed sound
libraries. The in-game crew voice is Steam voice chat between real
players, not synthesized speech.
No AI content is generated while you play. | RevoltLive | - | Sep 13, 2026 | |
Papercut Warzone In-game content artaudio | The game includes pre-generated AI-assisted artwork, sound effects, and music. | Mykola Maksymenko | - | Sep 13, 2026 | |
Vectorline: Air Traffic Control Simulator Live AI audiotext | Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself.
You can disable these features in the settings without impacting gameplay. | Axonos Games | - | Sep 13, 2026 | |
Starling Ascent Dev only code | Helped with coding the games functionality. | Roamy Games | - | Sep 13, 2026 | |
The Orb In-game content art | AI was used to create the Steam page design based on in-game 3D models. | Equilibrium | - | Sep 13, 2026 | |
DARK PGT 2 In-game content audio | The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over.
All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running. | ZERO5GAMES | - | Sep 13, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
RaceLineCalc In-game content textart | Generative AI assisted with localization, text and promotional artwork during development. RaceLineCalc does not generate AI content at runtime or connect to generative AI services during use. Racing lines are calculated by numerical optimization using physical models. | RedRatInHat | - | Sep 12, 2026 | |
GLADIATOR: Survival Simulator Dev only code | No live AI. It was used to assist with the game's programming and code development. | Wynand Smit | - | Sep 12, 2026 | |
Boomfrog: Journey Through the Wild Realms In-game content text | Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime. | D3a1hXSaga Studios | - | Sep 12, 2026 | |
Monstaurant In-game content audio | Spoken dialogue in this game were generated with an
AI text-to-speech tool. No AI-generated content is produced at runtime. | pixelraster | - | Sep 12, 2026 | |
Peel Me In-game content artaudio | Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content. | Chap Studios | - | Sep 12, 2026 | |
Zombie Lab | Using my own art to make more ICONS backgrounds | Outlaw Games | - | Sep 12, 2026 | |
Serene Chess In-game content artaudio | Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay. | Bordi-Meszaros Andras | - | Sep 12, 2026 | |
A Journey Rediscovered - Intro Version general | Does it matter? No, the game is still fun. | NotARealGameDev | - | Sep 12, 2026 | |
SweatyPanzer In-game content artaudiotext | Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play. | SweatyGames | - | Sep 12, 2026 | |
Puzzles Are Better Together In-game content artaudio | Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing. | Emir Suleiman | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Tug-O-War Wrestling Live AI | Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created. | Immersive Softworks | - | Sep 12, 2026 | |
桌面骰子牧场 Store/marketing art | Only the store page picture generated by ai | zeros | - | Sep 12, 2026 |