Contains content produced by generative AI.
- Creator
- NEWRAWN
- Reviews
- -
- Added
- Oct 20, 2026
Public Steam disclosure research 26,450 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.
Contains content produced by generative AI.
Card portraits come from a licensed art pack whose artist used AI in their process. All game design, systems and world-building are the developer's own.
The game uses artificial intelligence to write its code; 60 percent of the code was generated using AI. While most of the imagery is hand-crafted, the game also features graphics that have been refined with the help of artificial intelligence.
Generative AI was used to create the background music in Upwardly.
Various visual assets and promotional materials for Refracted were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
Used as a tool with help in programming
Generally assets are made of 3D
Generative AI tools were used during development to assist with creating 3D models, code, and game assets.
Translations and certain visual assets were created with the assistance of generative AI tools and subsequently reviewed and modified by the developer before inclusion in the final product. No AI is used at runtime.
Pictures and description
Kipple uses generative AI during play. A local language model produces creature dialogue and identity text, and a local image model paints creature artwork using the game's species, palette and trait recipes, including unusual hybrids. The resulting artwork is animated by the game's expressions, blinking, motion and elemental effects. The AI models and runtime come with the game and run on your PC. You do not need a personal AI subscription or API key. Memory uses locally stored conversation notes to provide context for later replies; your conversations do not alter the included models. Generation time and results vary with your hardware and may require another attempt. Conversations and creature memory files stay on your device in the included configuration. Steam authentication and inventory requests go online. Generated creature artwork, animated inventory images and item metadata are uploaded to Kipple's service for moderation and Steam inventory delivery; approved items can be visible to others through Steam inventory and eligible Community Market listings. Chat input and output are screened automatically. Recognised crisis messages receive a fixed, authored response pointing toward real-world help. Creature image prompts follow game-authored rules rather than free-form image requests. Generated items face additional server-side checks before Steam export. These checks reduce risk but cannot guarantee perfect output; AI replies can be inaccurate or inappropriate. Kipple is a fictional companion and does not provide professional advice. AI-generated artwork is also used in store and promotional materials, including electric-sheep key art, trailer thumbnails and the illustrated desktop wallpapers seen in trailers and screenshots. The scenery is desktop wallpaper: your companion lives over your own desktop.
Store artwork and in-game graphics were created with AI assistance during development, then reviewed and modified by humans. The game contains no live-generated AI content.
Some AI tools have been carefully selected and used to assist me during the game’s development, where they could support or enhance my creative vision for the game.
Some of this game's content was made with the help of generative AI. The heroes started as AI concept images and AI-generated 3D models (made with Meshy from our own character designs); we then cleaned them up and animate them with our own code. The English texts of the game and of this store page were written with the help of an AI assistant. The sounds and music are synthesized by our own code. Nothing is generated by AI while you play.
Rasante uses AI in part of its content. The story scene illustrations, character portraits and backgrounds were created with image generation tools; some cinematics with video generation; and the music with audio generation. All of that material was directed, selected and adjusted for the game by its author. The story, dialogue, song lyrics, characters and game design are human work, based on research into the 1982 Malvinas/Falklands War: most of the events, dates, weapons, aircraft and ships in the game are real. The characters are fictional. The game does not generate any AI content during play.
Use AI assisted programming and text translation during the development process.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI tools helped create selected in-game textures and graphics and assisted with code refactoring and bug detection. Screenshots and gameplay footage are captured in-game. The game does not generate content using AI during gameplay.
Generative AI was used during development to create some visual art assets featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some character illustrations and graphics, character voices and some sound effects were made with AI generation tools, and AI helped edit the in-game text and the English translation. The story, game design and direction are by the developer, who reviewed and edited all AI-assisted content. The game does not generate any AI content while you play.
AI was used to help with coding and with some art and videos within the game.
Generative AI was used during development to produce the theme music with Suno, create certain visual assets including the logo and icon, and assist with translations. This content is prepared in advance. STRAW does not generate AI content or connect to external AI services during gameplay.
This game uses AI tools during development for artwork, audio, and localization. All AI-generated content is pre-generated: every asset was specified, reviewed, and approved by the human developer through automated QA and manual inspection before inclusion. No content is generated at runtime. The story and all final text were authored and locked by the human developer.
- To the best of my knowledge, no AI generated art or assets are used. Everything was either purchased or modeled by me in Blender. I tried my hardest to find assets that weren't generated, but it can be hard to tell sometimes. If you suspect an asset is AI-generated, please reach out on the Discord so I can review it. - The insurer's voice has been created using Piper, an open-source text-to-speech system, and its publicly released voices. These recordings ship with the game as ordinary audio files, and nothing is generated while you play. Some lines may be replaced over time by recorded human performances.
Generative AI tools were used during development to assist in creating and refining portions of the game’s visual artwork and assets. All included material was selected, edited, integrated and reviewed by the developer.
Generative AI was used during development to create artwork, including monster illustrations, area backgrounds, icons and some visual assets. AI also assisted with some in-game text and lore. These assets were selected and integrated into the game during development.
The interviewer's lines (questions, comments, scoring reasons) and voice are generated during gameplay by generative AI bundled with the game, running locally on the player's PC. Voice answers given by microphone are converted to text by a speech recognition AI. No player input is sent to any external service. Some of the BGM and some 3D models were pre-generated with AI.
Location backgrounds, suspect portraits, evidence images and cutscene art were created with AI image tools and then edited and composited by the developer. The music was created with AI music tools. Story, dialogue, mystery design and puzzles were written and designed by the developer.
The written description on this store page was drafted with a generative AI assistant and reviewed by the developer. Universal Chess does not generate images, audio, text, or other content with AI during play. The computer opponents use traditional chess engines.
We used AI tools during game development to assist with coding, localization, UI design, and the creation of some visual assets. No AI was used for real-time processing during gameplay.
We use generative AI for developer tooling, early access placeholders and marketing content to allow our team to focus on bringing you the highest quality game in a timely manner.
Two images - portraits. Some text. Some code.
AI-generated artifacts
I used AI to figure out code, to optimize and concept art The game does not generate AI content during gameplay or connect to external AI services.
Generative AI assisted with writing the text on this Steam store page.
Due to limited funds, we couldn't hire professional artists, so we used AI to assist with both the code and the art. However, please rest assured that all AI-generated content has been thoroughly polished and manually reviewed.
AI assistance was used to draft Steam store copy and accompanying help documentation. ColorCraft processes imported artwork using local palette-mapping and image-processing algorithms. It does not use live generative AI or connect to third-party AI services during use.
Some interface text and translations, and some 3D models and textures were created with the help of generative AI tools and reviewed by the developer. No AI content is generated during gameplay.
The music of the game was made wit the use of AI
All AI-generated content was created before release; nothing is generated by AI while the game is running. AI image tools were used to create the application icon and the match broadcast artwork (player motion frames, player and staff face parts, stadium crowd backgrounds and the umpire chair). The developers selected and edited the results. In-game text and its translations, the store page text, the store artwork and the title screen artwork were created with the help of AI tools and reviewed by the developer. The game's rules, simulation and balance were designed by the developer.
Generative AI tools were used in the development of Crude Empire: for parts of the graphics, for music and sound effects, and to help write and translate the texts. All content was individually selected, refined and hand-integrated into the game.
Generative AI was used to create pre-generated game artwork, audio, text and store marketing art. No AI content is generated during gameplay.
AI tools were used to assist with text and translation .
AI tools were used to assist with text and translation .
Voices were made with AI audio tools. The game's code and tools were built with help from an AI coding assistant (LLM).
AI tools were used to assist with text and translation .
Real-Time Screen Translator uses machine-learning-based OCR and local translation models to read text from a user-selected screen area and show translated text in an overlay. Translation models are downloaded by the user and translation runs on the device. The application does not require an external translation-service account or API key. Some online games or anti-cheat systems may restrict screen capture or overlays; check the relevant game's rules before use.
The game's art (characters, monsters, maps, icons, skill effects and cutscene images) was created by the developer with AI tools, then selected, edited and assembled by hand. The store page capsules and key art were made the same way. The story and setting were conceived by the developer; in-game dialogue, interface text and all translations were written by AI from the developer's outlines, and the Chinese, English and Japanese text was reviewed by the developer. All music and sound effects are purchased or free-licensed assets and were not AI-generated. The game does not generate any AI content while it runs.
Some voice lines and store capsule art were made with generative AI during development.
We use AI tools in making this game, including its art, music, writing and translations. Everything is chosen and edited by our team. No AI content is generated while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pirates' Spat Unclear | Contains content produced by generative AI. | NEWRAWN | - | Oct 20, 2026 | |
Card Battle Boy In-game content art | Card portraits come from a licensed art pack whose artist used AI in their process. All game design, systems and world-building are the developer's own. | stealthstack | - | Oct 20, 2026 | |
K.O.T.L.O.V.K.A.: Rayon of Oblivion In-game content codeart | The game uses artificial intelligence to write its code; 60 percent of the code was generated using AI. While most of the imagery is hand-crafted, the game also features graphics that have been refined with the help of artificial intelligence. | Bandit Rabbit Studio | - | Oct 20, 2026 | |
Upwardly In-game content audio | Generative AI was used to create the background music in Upwardly. | Hot Attic Games LLC | - | Oct 20, 2026 | |
Refracted Store/marketing art | Various visual assets and promotional materials for Refracted were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | 4pooled | - | Oct 20, 2026 | |
Bean in a Ball Pit Dev only code | Used as a tool with help in programming | Mees | - | Oct 20, 2026 | |
Dear Maid Unclear | Generally assets are made of 3D | TTeokLeaf | - | Oct 20, 2026 | |
dark vacant lots In-game content artcode | Generative AI tools were used during development to assist with creating 3D models, code, and game assets. | Metamdrn Labs | - | Oct 20, 2026 | |
Hold The Levee In-game content arttext | Translations and certain visual assets were created with the assistance of generative AI tools and subsequently reviewed and modified by the developer before inclusion in the final product.
No AI is used at runtime. | Trash Fox Studios | - | Oct 20, 2026 | |
Metzger Manager Unclear arttext | Pictures and description | Graubaum Studios | - | Oct 20, 2026 | |
Kipple Live AI arttext | Kipple uses generative AI during play. A local language model produces creature dialogue and identity text, and a local image model paints creature artwork using the game's species, palette and trait recipes, including unusual hybrids. The resulting artwork is animated by the game's expressions, blinking, motion and elemental effects.
The AI models and runtime come with the game and run on your PC. You do not need a personal AI subscription or API key. Memory uses locally stored conversation notes to provide context for later replies; your conversations do not alter the included models. Generation time and results vary with your hardware and may require another attempt.
Conversations and creature memory files stay on your device in the included configuration. Steam authentication and inventory requests go online. Generated creature artwork, animated inventory images and item metadata are uploaded to Kipple's service for moderation and Steam inventory delivery; approved items can be visible to others through Steam inventory and eligible Community Market listings.
Chat input and output are screened automatically. Recognised crisis messages receive a fixed, authored response pointing toward real-world help. Creature image prompts follow game-authored rules rather than free-form image requests. Generated items face additional server-side checks before Steam export. These checks reduce risk but cannot guarantee perfect output; AI replies can be inaccurate or inappropriate. Kipple is a fictional companion and does not provide professional advice.
AI-generated artwork is also used in store and promotional materials, including electric-sheep key art, trailer thumbnails and the illustrated desktop wallpapers seen in trailers and screenshots. The scenery is desktop wallpaper: your companion lives over your own desktop. | Kipple Games | - | Oct 20, 2026 | |
我姓夏 In-game content art | Store artwork and in-game graphics were created with AI assistance during development, then reviewed and modified by humans. The game contains no live-generated AI content. | Summer28 | - | Oct 20, 2026 | |
NO LIFE Dev only | Some AI tools have been carefully selected and used to assist me during the game’s development, where they could support or enhance my creative vision for the game. | VaragtP | - | Oct 20, 2026 | |
Bomb And Conquer In-game content arttext | Some of this game's content was made with the help of generative AI. The heroes started as AI concept images and AI-generated 3D models (made with Meshy from our own character designs); we then cleaned them up and animate them with our own code. The English texts of the game and of this store page were written with the help of an AI assistant. The sounds and music are synthesized by our own code. Nothing is generated by AI while you play. | Remzi ISCI | - | Oct 20, 2026 | |
Rasante In-game content artaudiotext | Rasante uses AI in part of its content. The story scene illustrations, character portraits and backgrounds were created with image generation tools; some cinematics with video generation; and the music with audio generation. All of that material was directed, selected and adjusted for the game by its author. The story, dialogue, song lyrics, characters and game design are human work, based on research into the 1982 Malvinas/Falklands War: most of the events, dates, weapons, aircraft and ships in the game are real. The characters are fictional. The game does not generate any AI content during play. | Matymun | - | Oct 20, 2026 | |
强化之王 In-game content codetext | Use AI assisted programming and text translation during the development process. | XiShun Studio | - | Oct 20, 2026 | |
MEIFU KANSHIKI-KA: The Underworld Forensics Division Unclear artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 20, 2026 | |
Abandoned Below In-game content artcode | Generative AI tools helped create selected in-game textures and graphics and assisted with code refactoring and bug detection. Screenshots and gameplay footage are captured in-game. The game does not generate content using AI during gameplay. | Eldersong Games | - | Oct 20, 2026 | |
Mind the Goo In-game content art | Generative AI was used during development to create some visual art assets featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | sundew | - | Oct 20, 2026 | |
Night Study: Korean Ghost Stories In-game content artaudiotext | Some character illustrations and graphics, character voices and some sound effects were made with AI generation tools, and AI helped edit the in-game text and the English translation. The story, game design and direction are by the developer, who reviewed and edited all AI-assisted content. The game does not generate any AI content while you play. | K-magpie | - | Oct 20, 2026 | |
Ukraine Under Fire In-game content artcode | AI was used to help with coding and with some art and videos within the game. | Contested Horizons | - | Oct 20, 2026 | |
STRAW In-game content audioarttext | Generative AI was used during development to produce the theme music with Suno, create certain visual assets including the logo and icon, and assist with translations. This content is prepared in advance. STRAW does not generate AI content or connect to external AI services during gameplay. | Team Logik | - | Oct 20, 2026 | |
お仕事やめさせてください! In-game content artaudiotext | This game uses AI tools during development for artwork, audio, and localization. All AI-generated content is pre-generated: every asset was specified, reviewed, and approved by the human developer through automated QA and manual inspection before inclusion. No content is generated at runtime. The story and all final text were authored and locked by the human developer. | HR Gamers | - | Oct 20, 2026 | |
St. Grimsby’s Thaumaturgical Dev only audio | - To the best of my knowledge, no AI generated art or assets are used. Everything was either purchased or modeled by me in Blender. I tried my hardest to find assets that weren't generated, but it can be hard to tell sometimes. If you suspect an asset is AI-generated, please reach out on the Discord so I can review it.
- The insurer's voice has been created using Piper, an open-source text-to-speech system, and its publicly released voices. These recordings ship with the game as ordinary audio files, and nothing is generated while you play. Some lines may be replaced over time by recorded human performances. | confused_dev | - | Oct 20, 2026 | |
Halloween Tidy Up In-game content art | Generative AI tools were used during development to assist in creating and refining portions of the game’s visual artwork and assets. All included material was selected, edited, integrated and reviewed by the developer. | JustADudeStudio | - | Oct 20, 2026 | |
Absorber Hero RPG In-game content arttext | Generative AI was used during development to create artwork, including monster illustrations, area backgrounds, icons and some visual assets. AI also assisted with some in-game text and lore. These assets were selected and integrated into the game during development. | Phipsix | - | Oct 20, 2026 | |
AI面接官を突破せよ Live AI audioart | The interviewer's lines (questions, comments, scoring reasons) and voice are generated during gameplay by generative AI bundled with the game, running locally on the player's PC.
Voice answers given by microphone are converted to text by a speech recognition AI. No player input is sent to any external service.
Some of the BGM and some 3D models were pre-generated with AI. | MeteorWing | - | Oct 20, 2026 | |
The Crime Archive In-game content artaudiotext | Location backgrounds, suspect portraits, evidence images and cutscene art were created with AI image tools and then edited and composited by the developer. The music was created with AI music tools. Story, dialogue, mystery design and puzzles were written and designed by the developer. | FunZ Studio | - | Oct 20, 2026 | |
Universal Chess Dev only text | The written description on this store page was drafted with a generative AI assistant and reviewed by the developer. Universal Chess does not generate images, audio, text, or other content with AI during play. The computer opponents use traditional chess engines. | Tediolux | - | Oct 20, 2026 | |
Skylane: Airline Tycoon Simulator In-game content artcodetext | We used AI tools during game development to assist with coding, localization, UI design, and the creation of some visual assets. No AI was used for real-time processing during gameplay. | Q Again Studio | - | Oct 20, 2026 | |
TimbrianGuard Store/marketing arttext | We use generative AI for developer tooling, early access placeholders and marketing content to allow our team to focus on bringing you the highest quality game in a timely manner. | Re³ Studios | - | Oct 20, 2026 | |
Still Above: Orbital Refuge Unclear arttextcode | Two images - portraits. Some text. Some code. | OrbitalGames | - | Oct 20, 2026 | |
Storm Chasing Sim 2026 - Tornado Hunter Unclear | AI-generated artifacts | Play Games | - | Oct 20, 2026 | |
High T Dev only codeart | I used AI to figure out code, to optimize and concept art The game does not generate AI content during gameplay or connect to external AI services. | Werb | - | Oct 20, 2026 | |
IdleBound Store/marketing text | Generative AI assisted with writing the text on this Steam store page. | Ithoro, LLC | - | Oct 20, 2026 | |
东方自走棋 In-game content artcode | Due to limited funds, we couldn't hire professional artists, so we used AI to assist with both the code and the art. However, please rest assured that all AI-generated content has been thoroughly polished and manually reviewed. | Wyccc Studio | - | Oct 20, 2026 | |
ColorCraft Store/marketing text | AI assistance was used to draft Steam store copy and accompanying help documentation. ColorCraft processes imported artwork using local palette-mapping and image-processing algorithms. It does not use live generative AI or connect to third-party AI services during use. | Jelte De Proft | - | Oct 20, 2026 | |
Shahed Hunters In-game content textart | Some interface text and translations, and some 3D models and textures were created with the help of generative AI tools and reviewed by the developer. No AI content is generated during gameplay. | Custom Software Development Limited | - | Oct 20, 2026 | |
One Maze In-game content audio | The music of the game was made wit the use of AI | dev.sperate | - | Oct 20, 2026 | |
Deuce Agency 2027 In-game content arttext | All AI-generated content was created before release; nothing is generated by AI while the game is running. AI image tools were used to create the application icon and the match broadcast artwork (player motion frames, player and staff face parts, stadium crowd backgrounds and the umpire chair). The developers selected and edited the results. In-game text and its translations, the store page text, the store artwork and the title screen artwork were created with the help of AI tools and reviewed by the developer. The game's rules, simulation and balance were designed by the developer. | HANBAEK | - | Oct 20, 2026 | |
Crude Empire In-game content artaudiotext | Generative AI tools were used in the development of Crude Empire: for parts of the graphics, for music and sound effects, and to help write and translate the texts. All content was individually selected, refined and hand-integrated into the game. | Snakedoc Games | - | Oct 20, 2026 | |
Windfall Meadows In-game content artaudiotext | Generative AI was used to create pre-generated game artwork, audio, text and store marketing art. No AI content is generated during gameplay. | Obliy Games | - | Oct 20, 2026 | |
Bedtime Battalion In-game content text | AI tools were used to assist with text and translation . | Vnow Games | - | Oct 20, 2026 | |
Who's the Biggest Degen? In-game content text | AI tools were used to assist with text and translation . | Vnow Games | - | Oct 20, 2026 | |
Fishing Up The Food Chain In-game content audiocode | Voices were made with AI audio tools. The game's code and tools were built with help from an AI coding assistant (LLM). | Woodland Software | - | Oct 20, 2026 | |
JAILPOT In-game content text | AI tools were used to assist with text and translation . | Vnow Games | - | Oct 20, 2026 | |
Real-Time Screen Translator Live AI text | Real-Time Screen Translator uses machine-learning-based OCR and local translation models to read text from a user-selected screen area and show translated text in an overlay. Translation models are downloaded by the user and translation runs on the device. The application does not require an external translation-service account or API key. Some online games or anti-cheat systems may restrict screen capture or overlays; check the relevant game's rules before use. | ESTI SOFTWARE | - | Oct 20, 2026 | |
Starfall Chronicles In-game content arttext | The game's art (characters, monsters, maps, icons, skill effects and cutscene images) was created by the developer with AI tools, then selected, edited and assembled by hand. The store page capsules and key art were made the same way. The story and setting were conceived by the developer; in-game dialogue, interface text and all translations were written by AI from the developer's outlines, and the Chinese, English and Japanese text was reviewed by the developer. All music and sound effects are purchased or free-licensed assets and were not AI-generated. The game does not generate any AI content while it runs. | Bluestone Workshop | - | Oct 20, 2026 | |
Rebels of the Realm In-game content audioart | Some voice lines and store capsule art were made with generative AI during development. | Green Gaming Studios | - | Oct 20, 2026 | |
The Lords Next Door In-game content artaudiotext | We use AI tools in making this game, including its art, music, writing and translations. Everything is chosen and edited by our team. No AI content is generated while you play. | NN STUDIO | - | Oct 20, 2026 |