Some of the artwork and text content in this game was created with the help of generative AI.
- Creator
- Kitchen Table Studios
- Reviews
- -
- Added
- Sep 3, 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.
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 of the artwork and text content in this game was created with the help of generative AI.
Use of tools like DeepL to partially translate the user interface.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game.
Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials.
We used A.I. in some assets of our game.
We used A.I. in some assets of our game.
Some pre-generated visual and audio assets in AI Startup Simulator were created with the assistance of generative AI tools during development. This includes in-game desktop wallpapers, images used in vision-related tasks, and instrumental music loops for minigames. These assets were reviewed, edited, and integrated by the development team before release. The game does not use live generative AI and does not generate content with AI during gameplay.
We used A.I. in some assets of our game.
Artwork featured in Celebria has been AI-assisted. All AI-assisted material was reviewed and edited by the developer, and no content is live generated by AI during gameplay.
NABERON uses generative AI tools in the creation of some of its assets. 3D models and textures were generated with Meshy, then reworked, retextured and assembled by hand for the game. Music was generated with Suno, and part of the sound effects with ElevenLabs. Some store page artwork, including the logo, was created with AI image tools. All generated content was reviewed, edited and approved by the developer before it shipped. The game does not generate any content live while you play — nothing is created at runtime.
This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game.
I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players.
To make the game more accessible, AI was used for the translations. All assets are made by humans
本游戏使用了生成式人工智能辅助。
AI image generation has been used on object artwork and asset creation
Some limited AI tools are use in research and debugging
Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime.
Generative AI tools were used during development to generate artwork for the Steam store capsule images and promotional graphics.
Parts of this game were made with AI assistance. AI-assisted coding was used during development, and some artwork was AI-generated and then edited by hand. The design, the systems and the writing are my own.
Some visual assets were created with the assistance of generative AI tools during development. These assets were subsequently reviewed, edited, and refined by the development team before being included in the final game. No AI-generated content is created during gameplay.
Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist. I'm proud to say that I designed the game, directed it, and decided what made it fun to play. I also built it with the help of generative AI. I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game. Here is what the AI contribution actually means in this game and with me specifically. Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all. To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time. AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do. AI gives me is attempts, drafts and options. It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again. AI is wrong constantly. Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me. I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision. If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you. One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you.
Daily code audits using AI, mainly focussed on optimization. Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release. Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand. No AI content is generated during gameplay.
We use AI tools during development to help write and debug code, and to help produce some art assets. Everything AI-assisted is made during development and reviewed by us before it ships. We also use third-party assets bought from the Unity Asset Store. These are sold to us as human-made, and we have no reason to doubt that, but we cannot independently verify how each one was produced. Character animation uses Mixamo.
For localization in several languages.
AI was used for some store Art, random game Events, as well as assistance when coding. All artwork in game was created by artist, and all AI artwork in the store we plan to replace. Some to Half of the AI Random events will stay. We will continue to use AI to speed up development, but are also striving for the best quality on release.
Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
The game contains AI generated/assisted content
Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI.
AI-generated images.
Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer: - Localization into Ukrainian, Russian, Korean and Simplified Chinese - Drafting of in-game news headline templates and procedural coin names All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play. All game systems, market simulation and balance design are the developer's own work.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected.
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed.
icons and images were generated with using AI
Generative AI was used selectively during development, always under direct human authorship and review: • Code — An AI coding assistant supported development as a productivity tool; all systems were designed, reviewed, and tested by the developer. • Key art — The Steam key art was created with generative AI, then curated and hand-finished by the developer. All in-game tilesets and character art are licensed, human-made asset packs. • Music — Background music tracks were produced with the assistance of generative AI tools, then selected, edited, and mixed by the developer. The game contains no live-generated AI content: nothing is generated by AI at runtime.
Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase.
Generative AI tools were used in a limited capacity during the development process.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Liquidity In-game content arttext | Some of the artwork and text content in this game was created with the help of generative AI. | Kitchen Table Studios | - | Sep 3, 2026 | |
Price War In-game content text | Use of tools like DeepL to partially translate the user interface. | SoyWar | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
Mayor: City in Session In-game content art | Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game. | HeavyRescue112 | - | Sep 3, 2026 | |
Imperiums: The Americas Store/marketing art | Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials. | Kube Games | - | Sep 2, 2026 | |
Way Too Many Eggs In-game content | We used A.I. in some assets of our game. | Luvineva Games | - | Sep 1, 2026 | |
Boss After Boss In-game content | We used A.I. in some assets of our game. | EK Games | - | Sep 1, 2026 | |
AI Startup Simulator In-game content artaudio | Some pre-generated visual and audio assets in AI Startup Simulator were created with the assistance of generative AI tools during development. This includes in-game desktop wallpapers, images used in vision-related tasks, and instrumental music loops for minigames. These assets were reviewed, edited, and integrated by the development team before release. The game does not use live generative AI and does not generate content with AI during gameplay. | Small Hours | - | Sep 1, 2026 | |
Slay the Stars In-game content | We used A.I. in some assets of our game. | D-Games | - | Sep 1, 2026 | |
Celebria In-game content art | Artwork featured in Celebria has been AI-assisted. All AI-assisted material was reviewed and edited by the developer, and no content is live generated by AI during gameplay. | Stage Name Games | - | Sep 1, 2026 | |
NABERON In-game content artaudio | NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime. | NABERON Studio | - | Sep 1, 2026 | |
Tankful: Aquarium Shop Simulator general | This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game. | Andrei Kopylkov | - | Sep 1, 2026 | |
The Frog Prince: Unfrogged Dev only artaudiocode | I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style. | Spacial Vision Pte. Ltd. | - | Sep 1, 2026 | |
Sidebar Sea: Idle Fishing for Your Taskbar In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Sep 1, 2026 | |
Overround In-game content artaudiotext | Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players. | RottenLuck Studio | - | Sep 1, 2026 | |
Investor Incremental In-game content text | To make the game more accessible, AI was used for the translations. All assets are made by humans | Final Offer | - | Sep 1, 2026 | |
古玩掌柜 Unclear | 本游戏使用了生成式人工智能辅助。 | 卜算子工作室 | - | Sep 1, 2026 | |
WORKS: Motorsport Factory In-game content art | AI image generation has been used on object artwork and asset creation | River Rock Games | - | Sep 1, 2026 | |
Everyone Will Die Dev only | Some limited AI tools are use in research and debugging | Konstantine Games | - | Sep 1, 2026 | |
Keycap Keycap! In-game content arttext | Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game. | Kyuyu Games | - | Sep 1, 2026 | |
Laylines In-game content artaudiotext | Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime. | Omniteca Lab | - | Sep 1, 2026 | |
Gold Seller Store/marketing art | Generative AI tools were used during development to generate artwork for the Steam store capsule images and promotional graphics. | KimC | - | Sep 1, 2026 | |
Whistle Stop In-game content artcode | Parts of this game were made with AI assistance. AI-assisted coding was used during development, and some artwork was AI-generated and then edited by hand. The design, the systems and the writing are my own. | Maarten De Block | - | Sep 1, 2026 | |
A BILLION GOLD DEBT In-game content art | Some visual assets were created with the assistance of generative AI tools during development. These assets were subsequently reviewed, edited, and refined by the development team before being included in the final game.
No AI-generated content is created during gameplay. | Totally Balding Games | - | Sep 1, 2026 | |
Coppersmog Dev only codetext | Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist.
I'm proud to say that I designed the game, directed it, and decided what made it fun to play.
I also built it with the help of generative AI.
I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game.
Here is what the AI contribution actually means in this game and with me specifically.
Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all.
To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time.
AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do.
AI gives me is attempts, drafts and options.
It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again.
AI is wrong constantly.
Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me.
I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision.
If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you.
One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you. | Jamie McBurney | - | Sep 1, 2026 | |
Forgotten Towns Dev only artcode | Daily code audits using AI, mainly focussed on optimization.
Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release.
Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand.
No AI content is generated during gameplay. | Taffee Software | - | Sep 1, 2026 | |
Hacker Inc. In-game content artcode | We use AI tools during development to help write and debug code, and to help produce some art assets. Everything AI-assisted is made during development and reviewed by us before it ships.
We also use third-party assets bought from the Unity Asset Store. These are sold to us as human-made, and we have no reason to doubt that, but we cannot independently verify how each one was produced. Character animation uses Mixamo. | Causality Gaming | - | Sep 1, 2026 | |
Billion Egg Farm In-game content text | For localization in several languages. | Yamei Games | - | Sep 1, 2026 | |
Medieval Management In-game content arttextcode | AI was used for some store Art, random game Events, as well as assistance when coding. All artwork in game was created by artist, and all AI artwork in the store we plan to replace. Some to Half of the AI Random events will stay. We will continue to use AI to speed up development, but are also striving for the best quality on release. | BeachHouse Dynamics | - | Sep 1, 2026 | |
Bury the Debt In-game content art | Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | Whiskey Games | - | Sep 1, 2026 | |
Dirt Spoon in Another World In-game content art | Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation. | Underdog Games Inc. | - | Aug 31, 2026 | |
Pixel Pawn In-game content arttextaudio | Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay. | Ironbeak Crow Games | - | Aug 31, 2026 | |
Curse Appraiser In-game content art | Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game. | ZESTBEAT | - | Aug 31, 2026 | |
Chopped Unclear | The game contains AI generated/assisted content | Forge | - | Aug 31, 2026 | |
Timber & Fortune In-game content art | Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI. | Timber and Fortune | - | Aug 31, 2026 | |
Phone Era Unclear art | AI-generated images. | RealDreamer | - | Aug 31, 2026 | |
Fear & Greed: Trading Empire In-game content text | Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer:
- Localization into Ukrainian, Russian, Korean and Simplified Chinese
- Drafting of in-game news headline templates and procedural coin names
All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play.
All game systems, market simulation and balance design are the developer's own work. | AL Interactive | - | Aug 31, 2026 | |
TENGRI: Night of Orda Store/marketing art | Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay. | Tengri Art Studio | - | Aug 31, 2026 | |
杠杆地产开发商 In-game content art | AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected. | TBC | - | Aug 31, 2026 | |
Dawn Of The Realm In-game content art | The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest. | Birdsong Games | - | Aug 31, 2026 | |
BOB LOGISTICS In-game content textart | Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game. | WINDUP | - | Aug 31, 2026 | |
Galacto In-game content text | We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI | Guillermo Gonzalez | - | Aug 31, 2026 | |
Milesyon In-game content arttext | This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed. | Studio Milesyon | - | Aug 31, 2026 | |
Tropic Industry In-game content art | icons and images were generated with using AI | ZD Games | - | Aug 30, 2026 | |
zombie motel 96 Store/marketing artaudiocode | Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime. | OFFtheREAL | - | Aug 29, 2026 | |
Cargo Industry Dev only code | Generative AI tools were used during the development of Cargo Industry as programming assistance tools. They were used to assist with code generation, code modification, debugging, and exploring programming solutions. AI-generated code is included in the game's released codebase. | Martin Timothy Timko | - | Aug 29, 2026 | |
The Hundredth Gear Dev only | Generative AI tools were used in a limited capacity during the development process. | Crimson Cloud Games | - | Aug 29, 2026 | |
Mandate 1600: The East In-game content arttext | Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output. | RM GAME | - | Aug 29, 2026 | |
Broken Rift: Dominion In-game content art | The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services. | Last Exit Diner | - | Aug 29, 2026 | |
Seed Money In-game content artaudiocode | Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team. | Studio Oriens | - | Aug 29, 2026 |