Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
- Creator
- AD1 Studios
- Reviews
- -
- Added
- Sep 24, 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.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
Game uses AI generated Code, Art and Sound.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
The music are using Suno AI to generate I use claude code for vibe coding
Ive used AI for my Store Page and my title screen, added some of my own flare to it. I used AI for my portraits in game for my shop keepers Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
Generative AI was used during development to create certain ability icons and a small number of sound effects.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
Generative AI tools were used during development to assist with parts of concept art, character drafts, draft store assets, localization drafts, and operational copy drafts. All AI-assisted content was manually reviewed, edited, integrated, and approved by the development team before being included in the game or store page. The game does not use generative AI at runtime to create dialogue, story content, images, audio, or other player-facing content.
Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development.
This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play.
Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
The partial code and shop page of this game were made by AI.
Only the character images are AI generated.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
AI was used to generate sounds as well as images in the game.
AI was used to create some of the voices heard in the game.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page: - Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel - Store page art (capsules, library images, logo) - Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved. No AI model runs while the game is playing. The build is fully offline.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx). Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance. Visual assets are handmade.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running.
Generative AI was used in the creation of this game’s artwork.
Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI).
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
All visual artwork used in the game was created directly by the developer. Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game.
本游戏在开发过程中使用了生成式人工智能辅助创作部分游戏内容,包括部分美术资源和视觉素材。生成的内容经过人工筛选、修改和整合,并由开发者进行最终设计与制作。
Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay.
The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service.
我们使用了AI生成美术资产。剧情无任何AI生成内容。
English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance.
Some assets is generated with the help of generative AI as well as the translations.
Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service.
Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI.
Used for sound, translation, and some icons
The game used generative AI in the models and UI design
All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro). **No AI-generated images are used in the game.** **The only remaining use of AI in the game is for localization and translations.** As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions.
AI-assisted tools were used in the enhancement of the game’s music.
Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hearth & Harvest In-game content text | Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers. | AD1 Studios | - | Sep 24, 2026 | |
Sharma Ji's Shop In-game content artaudiocode | Game uses AI generated Code, Art and Sound. | Renvake | - | Sep 24, 2026 | |
Pawper: Desktop Pet In-game content art | I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running. | LUMO Technology & Software Innovation | - | Sep 24, 2026 | |
Opentool Tower Defense In-game content audiocode | The music are using Suno AI to generate
I use claude code for vibe coding | Opentool | - | Sep 24, 2026 | |
Thrive Z In-game content art | Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit | CASH | - | Sep 24, 2026 | |
Moltenfall In-game content artaudio | Generative AI was used during development to create certain ability icons and a small number of sound effects. | Latsnok | - | Sep 24, 2026 | |
Crownspat In-game content arttext | Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services. | Gambit Forge | - | Sep 24, 2026 | |
Nest Rivals In-game content artaudiotext | Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay. | Turning Rook Games | - | Sep 24, 2026 | |
Undying Soul In-game content art | Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content. | MipuDevs | - | Sep 24, 2026 | |
Key Pet In-game content arttext | Generative AI tools were used during development to assist with parts of concept art, character drafts, draft store assets, localization drafts, and operational copy drafts. All AI-assisted content was manually reviewed, edited, integrated, and approved by the development team before being included in the game or store page.
The game does not use generative AI at runtime to create dialogue, story content, images, audio, or other player-facing content. | Li Cong | - | Sep 24, 2026 | |
Aleatoria In-game content artaudiotextcode | Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development. | DASC INTERACTIVE | - | Sep 23, 2026 | |
Leafman In-game content artaudiotext | This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play. | Wha Games | - | Sep 23, 2026 | |
Orbital Sweeper In-game content artaudio | Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team. | 852kbstudio | - | Sep 22, 2026 | |
Chesstics In-game content artaudiotext | Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play. | Florian Strasser | - | Sep 22, 2026 | |
再刷一把:远征 Store/marketing codetext | The partial code and shop page of this game were made by AI. | 滑稽工作室 | - | Sep 22, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Tide Pools In-game content artaudiocode | Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction. | MrBongoBong | - | Sep 22, 2026 | |
Aventureiro 95 In-game content artaudiotext | Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play. | STREAM ON | - | Sep 22, 2026 | |
Last Delivery In-game content artaudio | AI was used to generate sounds as well as images in the game. | PizzaForPeople | - | Sep 22, 2026 | |
Knight Before Dawn In-game content audio | AI was used to create some of the voices heard in the game. | Last Level Studio | - | Sep 22, 2026 | |
Taktiko Maxima Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 22, 2026 | |
Asther In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. | SmallGear Studio | - | Sep 22, 2026 | |
Kingside Break In-game content art | Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI. | YuJam Games | - | Sep 22, 2026 | |
Hit the Anvil In-game content art | Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services. | 7degree3 | - | Sep 22, 2026 | |
SoulMonsters Ariel, Queen of the Sea In-game content arttext | AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline. | Industrial Miracle | - | Sep 22, 2026 | |
VoxPrinceps: The Political Game In-game content textaudio | This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all. | Magnus et Epicus LLC | - | Sep 22, 2026 | |
Beefarunna In-game content audiocode | Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance.
Visual assets are handmade. | zinkem | - | Sep 22, 2026 | |
Winds of Discovery In-game content art | Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers). | Leo Rising Games | - | Sep 22, 2026 | |
Tactica Arena Store/marketing art | Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running. | TEAM MKM | - | Sep 22, 2026 | |
Mato In-game content art | Generative AI was used in the creation of this game’s artwork. | LALALA Games Corp. | - | Sep 22, 2026 | |
Abyssal Evolution In-game content arttextaudio | Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI). | Passive Games | - | Sep 22, 2026 | |
The Arcade In-game content art | Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content) | Colourplay Games | - | Sep 22, 2026 | |
UMBRATIO - THE ODDS ARE FIXED In-game content audiotext | All visual artwork used in the game was created directly by the developer.
Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game. | Aesthmaris Studio | - | Sep 22, 2026 | |
妖灵棋局 In-game content art | 本游戏在开发过程中使用了生成式人工智能辅助创作部分游戏内容,包括部分美术资源和视觉素材。生成的内容经过人工筛选、修改和整合,并由开发者进行最终设计与制作。 | Star | - | Sep 22, 2026 | |
Lenimals In-game content art | Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay. | PadoGames | - | Sep 22, 2026 | |
Evergrowing In-game content arttext | The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance | Sworeborn | - | Sep 22, 2026 | |
AfterRoach In-game content art | Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game. | Gavlt | - | Sep 21, 2026 | |
CURSORLOOM In-game content arttext | Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service. | Secret X | - | Sep 21, 2026 | |
水浒:无限江山 In-game content art | 我们使用了AI生成美术资产。剧情无任何AI生成内容。 | 梁山工作室 | - | Sep 21, 2026 | |
A Little Robot's Journey In-game content text | English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance. | Teliha, inc | - | Sep 21, 2026 | |
MORTISCRIPT: Undead Auto Battler In-game content arttext | Some assets is generated with the help of generative AI as well as the translations. | Paper Falcon Games | - | Sep 21, 2026 | |
Idle Miner Dev only code | Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service. | SneakFox | - | Sep 21, 2026 | |
LUMESPROUT In-game content arttextcode | Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI. | Dev Dot | - | Sep 21, 2026 | |
Meteors Are Art In-game content audiotextart | Used for sound, translation, and some icons | BaboQuest | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 | |
INCREMINER In-game content text | All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro).
**No AI-generated images are used in the game.**
**The only remaining use of AI in the game is for localization and translations.**
As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions. | AlbertFreeman | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
The Solitaire Tower of Doom Dev only code | Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI. | emjayhar | - | Sep 21, 2026 | |
ReDead Frontline Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | BS | - | Sep 21, 2026 | |
Ghosts and Monsters In-game content art | Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer. | Michel Marcoux | - | Sep 20, 2026 |