Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
- Creator
- 237 Studio
- Reviews
- -
- Added
- Oct 6, 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.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
AI-assisted coding and editor automation tools were used during development for workflow efficiency. Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future. AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
The localization was generated with the help of AI, and artwork was based on game content but polished with AI.
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
The game logo, used in store art and the trailer, was created with AI image generation tools.
Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product.
The game propaganda map was created by AI.
This game contains pre-generated AI content. Some collectible item models and several furniture and decor props were created with AI image-to-3D and text-to-3D generation, then optimized and placed by the developer. Some surface textures and decorative images were AI-generated. The store capsule and library artwork, logo and icons were created with AI image generation using the game's own screenshots as reference. In-game and store text, including translations, was drafted with AI assistance and edited by the developer. Gameplay screenshots are real in-game captures without AI editing. The game does not generate AI content or connect to AI services while running.
Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release.
Store images are ai generated.
Generative AI tools were used during development to assist with the creation and refinement of some textures and 3D assets.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
Generative AI is used to create pre-recorded voice lines for the main character.
Generative AI tools were used to assist in creating some pre-generated 3D models, textures, visual assets, and promotional artwork. All content is generated before gameplay, reviewed by the developer, and integrated into the finished game. No generative AI is used live during gameplay.
AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
AI Assitance used for some visual assets
Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer.
AI assistance used for some visuals.
Some arts generated with AI help.
Pre-Generated AI Content: During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author. Artificial Intelligence tools were used strictly as an auxiliary production aid for: Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape. All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
The steam capsules and Logo are currently AI generated, Everything in game is not, except the title screen.
Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool
Generative AI is used for prototyping and placeholders. Real paid human artwork is important and any remaining AI elements at release are accidental.
Some icons and 3D model textures were created using AI.
Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay.
Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls. Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine. Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full. And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
Some icons and textures used in this game are generated by AI
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer. Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay.
Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand Some store visuals modified with AI assistance
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Warwake In-game content art | Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team. | 237 Studio | - | Oct 6, 2026 | |
White Christmas In-game content codearttext | AI-assisted coding and editor automation tools were used during development for workflow efficiency.
Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future.
AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language. | Jele Studios | - | Oct 6, 2026 | |
Skeleton Crew: Castle Heist In-game content textart | Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets. | Courtney Keyes Studios | - | Oct 6, 2026 | |
Bearing 2889 In-game content textart | The localization was generated with the help of AI, and artwork was based on game content but polished with AI. | Keycap Games LLC | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
Patchy Store/marketing art | The game logo, used in store art and the trailer, was created with AI image generation tools. | Root Cellar Games | - | Oct 6, 2026 | |
Bible Putt Putt In-game content textaudioart | Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product. | bfreshwest | - | Oct 6, 2026 | |
General please break through In-game content art | The game propaganda map was created by AI. | NHB | - | Oct 6, 2026 | |
Witch’s Tidy-Up In-game content arttext | This game contains pre-generated AI content. Some collectible item models and several furniture and decor props were created with AI image-to-3D and text-to-3D generation, then optimized and placed by the developer. Some surface textures and decorative images were AI-generated. The store capsule and library artwork, logo and icons were created with AI image generation using the game's own screenshots as reference. In-game and store text, including translations, was drafted with AI assistance and edited by the developer. Gameplay screenshots are real in-game captures without AI editing. The game does not generate AI content or connect to AI services while running. | Doodle Nest | - | Oct 5, 2026 | |
Anvilia In-game content arttext | Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release. | DoubleLike | - | Oct 5, 2026 | |
Ball Bugz Store/marketing art | Store images are ai generated. | Crush Bug Studios | - | Oct 5, 2026 | |
Little Mess: Tidy a toyshop In-game content art | Generative AI tools were used during development to assist with the creation and refinement of some textures and 3D assets. | Lich Software | - | Oct 5, 2026 | |
Audioglide In-game content artcode | AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game. | Ospekki | - | Oct 5, 2026 | |
Frontier Tavern In-game content audio | Generative AI is used to create pre-recorded voice lines for the main character. | Dclares Dev | - | Oct 4, 2026 | |
Sort The Dumplings In-game content art | Generative AI tools were used to assist in creating some pre-generated 3D models, textures, visual assets, and promotional artwork. All content is generated before gameplay, reviewed by the developer, and integrated into the finished game. No generative AI is used live during gameplay. | Black Vault Games | - | Oct 4, 2026 | |
KPOP Idol Factory In-game content artaudio | AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services. | Jodelsoft | - | Oct 4, 2026 | |
Animal Farm In-game content artaudiotext | The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play. | WITHCENTER | - | Oct 4, 2026 | |
Curb Hoppers Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Curb Hoppers Studio | - | Oct 4, 2026 | |
VPet Sort Together: Cozy Tidy Up Unclear art | AI Assitance used for some visual assets | Smobu | - | Oct 4, 2026 | |
Mavora Unclear arttext | Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer. | hyesmo | - | Oct 4, 2026 | |
Wild Heroes: Fight Together Unclear art | AI assistance used for some visuals. | Smobu | - | Oct 4, 2026 | |
Gacha Chaos Tidy Up Together Unclear art | Some arts generated with AI help. | Smobu | - | Oct 4, 2026 | |
Diorama Tactics In-game content art | Pre-Generated AI Content:
During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game. | JuMi Interactive | - | Oct 4, 2026 | |
Recess of the Dead In-game content audio | The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work. | Cobalt Rook Works | - | Oct 4, 2026 | |
ISE Rush In-game content art | The steam capsules and Logo are currently AI generated, Everything in game is not, except the title screen. | Flowforge Games | - | Oct 4, 2026 | |
Undead Gunline In-game content art | Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play. | Undead Gunline Studio | - | Oct 4, 2026 | |
FPV Strike In-game content artaudio | Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing. | Mauro | - | Oct 4, 2026 | |
STARSHIP: EMBER REACH In-game content arttext | Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service. | KILLZARSS | - | Oct 4, 2026 | |
Flockway Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Flockway Studio | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
Ammo Eater Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Ammo Eater Studio | - | Oct 4, 2026 | |
Deuce Dash Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Deuce Dash Studio | - | Oct 4, 2026 | |
Shift32 In-game content art | Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running. | Raushan Duisenova | - | Oct 4, 2026 | |
Bulb Keeper: Tidy up the Night In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | YUKU Game | - | Oct 4, 2026 | |
Glyphtrip In-game content audiotext | Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI. | Well-Read Varangians | - | Oct 4, 2026 | |
Pinecrest Mill In-game content art | Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game. | Pinecrest Mill Studio | - | Oct 4, 2026 | |
中国式高考ChineseGaokao In-game content artaudiotextcode | The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool | 泽宇众达 | - | Oct 4, 2026 | |
Lanternbound Dev only art | Generative AI is used for prototyping and placeholders. Real paid human artwork is important and any remaining AI elements at release are accidental. | Espersen Software | - | Oct 4, 2026 | |
LAKESIDE HEAVEN In-game content art | Some icons and 3D model textures were created using AI. | team GAngnier | - | Oct 4, 2026 | |
Disarmed Forces In-game content artaudio | Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay. | BrushBurger | - | Oct 4, 2026 | |
Ray Ray Zombies In-game content art | Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development. | Wow Cool Games | - | Oct 4, 2026 | |
Starscar In-game content art | The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated. | Mars Rover Games | - | Oct 4, 2026 | |
Lane Siege In-game content arttextcode | HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service. | TitaniumJoeTi.TTV | - | Oct 4, 2026 | |
Tower Survivor - Paper Invasion In-game content art | Some icons and textures used in this game are generated by AI | JE Games | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
Biblioclash Dev only textcode | Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer.
Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay. | Juho Peuraniemi | - | Oct 4, 2026 | |
Night Intake In-game content audioart | Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay. | Black Relay | - | Oct 4, 2026 | |
Electric Noosphere In-game content artaudiocode | Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay. | Simulated Flow UG | - | Oct 4, 2026 | |
Star Stranded Scrappers In-game content art | Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game. | Martilo Games | - | Oct 4, 2026 | |
Dice Sort Together: Arcane Hall In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance | Smobu | - | Oct 4, 2026 |