During development, AI tools were utilized to assist in the creation and optimization of technical scripts and gameplay logic No images, textures, 3D models were generated using AI.
- Creator
- Dotix
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,706 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.
During development, AI tools were utilized to assist in the creation and optimization of technical scripts and gameplay logic No images, textures, 3D models were generated using AI.
This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer.
Some of the UI elements and store assets like header
AI was used for coding and incomplete translations No AI-generated content was used for art
The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas: 2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements. Coding: Assistance in writing and optimizing scripts within the Godot engine. All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game.
Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game.
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
AI was used to help with some messages.
A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer. No AI is used during gameplay, and the game does not generate any content in real-time.
The game contains AI-generated artwork.
We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style.
Generative AI is used to create imagery for paintings and notes that the player can interact with.
Images: Partially created with AI assistance, then manually redrawn and refined. Music: A combination of licensed asset packs and AI-assisted production. Text: Localized text translated with AI assistance and manually reviewed for accuracy.
AI used for text in-game and on the store page. All artwork in the game is fully handmade by me.
AI-generated art objects
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay.
AI-generated art objects
Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems.
Some localization text was generated using AI translation.
It is used in translations and a very small portion of in-game assets.
Generative AI was used during the localization process to assist with translation and text refinement.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game.
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
The images were generated using artificial intelligence.
Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement. This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
Most of the art for the initial database was created with AI to avoid paying any licensing fees.
The developer uses generative AI tools throughout the entire development process of this game. Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality. Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency. Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow. Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies.
Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI.
Some poster designs.
AI tools were used during the development process to assist in creating space-themed background assets and translating in-game text for localization.
We used AI assistance for multilingual translation of promotional texts, for visual style suggestions, and for the creation of capsule and library assets. We also used AI tools during development for in-game text localization, as well as for generating certain audio elements and textures/visual content.
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages.
3d modeling for game, image for store page. icons, SFX,
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court. The game uses zero generative AI art or audio assets.
Some art assets (cargo icons, music tracks, marketing images) were created with assistance from AI generation tools and refined by the developer. All game code, design, and gameplay systems are human-created. No AI content is generated at runtime during gameplay.
This game utilizes generative AI during the development process. Some 3D props (such as marshmallows), game logos, and UI elements were initially created using AI tools. These assets were then manually refined and edited by the developer to fit the game's style.
Musics present in the game were composed with the help of generative AI
This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience. No content is generated by artificial intelligence in real time during gameplay.
AI tools are used to assist in the creation of certain marketing and promotional visuals. During development, AI tools may also be used as a programming assistant to help with code structure, refactoring, and problem-solving. All gameplay systems, mechanics, design decisions, and final implementation are created, reviewed, and validated by the developer. AI does not autonomously generate gameplay content or operate within the released product.
All conversations within AikoMate are generated by artificial intelligence.
CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs.
During the creative process, we utilized artificial intelligence (AI) technology as a generative tool for inspiration, primarily applied to original artwork and partial narrative texts. Our use of AI is not intended to replace traditional creativity, but rather to push beyond the boundaries of conventional game design—delivering you a uniquely immersive adventure filled with delightful surprises. All AI-generated content operates within our meticulously designed rule-based framework, ensuring a coherent and engaging experience.
During the development of the game, generative artificial intelligence tools were partially used. AI was used to help create some graphic elements. All the results were finalized and integrated manually by the developers in accordance with the artistic vision of the project. Generative AI is not used to create user-generated content in real time during gameplay.
This game contains AI-generated art content.
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
Generative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application.
Generative AI was used solely to assist in creating promotional materials and store page visuals. All in-game content is human-created and does not involve generative AI.
Textures Soundeffects Voice Music
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
BrushCutter Dev only code | During development, AI tools were utilized to assist in the creation and optimization of technical scripts and gameplay logic
No images, textures, 3D models were generated using AI. | Dotix | - | Mar 18, 2026 | |
AI修仙模拟器 - AI Cultivation World Simulator Live AI text | This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer. | Fat Bridge Studio | - | Mar 18, 2026 | |
Black Box - Hacker Day One Store/marketing art | Some of the UI elements and store assets like header | elevenBytes | - | Mar 18, 2026 | |
Criterion In-game content text | AI was used for coding and incomplete translations
No AI-generated content was used for art | Nouille Studio | - | Mar 18, 2026 | |
The Altar Boy Adventures In-game content artcode | The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas:
2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements.
Coding: Assistance in writing and optimizing scripts within the Godot engine.
All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game. | KsRybkaStudio | - | Mar 18, 2026 | |
Staged: Open House In-game content audio | Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game. | Leeding Apps | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
Assessment Unclear text | AI was used to help with some messages. | Ignis Byte Studios | - | Mar 18, 2026 | |
YEKO In-game content art | A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer.
No AI is used during gameplay, and the game does not generate any content in real-time. | BEGA Game Studio | 33 | Mar 18, 2026 | |
Myth Finders 2 In-game content art | The game contains AI-generated artwork. | 8floor ltd | - | Mar 18, 2026 | |
Taco Tuesday In-game content art | We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style. | 24 Studios | - | Mar 18, 2026 | |
Hollowborn In-game content art | Generative AI is used to create imagery for paintings and notes that the player can interact with. | Blackguard | - | Mar 18, 2026 | |
Survivor's Log: N17 Shelter In-game content artaudiotext | Images: Partially created with AI assistance, then manually redrawn and refined.
Music: A combination of licensed asset packs and AI-assisted production.
Text: Localized text translated with AI assistance and manually reviewed for accuracy. | sam32 | - | Mar 18, 2026 | |
Rat Overflow In-game content text | AI used for text in-game and on the store page. All artwork in the game is fully handmade by me. | Little Beast Lab | 53 | Mar 18, 2026 | |
Drive Thru Fast Food Simulator In-game content art | AI-generated art objects | Play Games | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 | |
WorldLoop In-game content text | This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay. | VALCERT LTD | - | Mar 18, 2026 | |
We’re In Trouble In-game content art | AI-generated art objects | 11 Pet Studios | - | Mar 18, 2026 | |
Skybreaker: Rebuild Protocol Store/marketing art | Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems. | NirNova98 | 19 | Mar 18, 2026 | |
The Long Mine In-game content text | Some localization text was generated using AI translation. | Cold Lynx | - | Mar 18, 2026 | |
Hyperinflation Dungeon In-game content textart | It is used in translations and a very small portion of in-game assets. | BlinkFox Games | - | Mar 18, 2026 | |
DEBRISVERSE In-game content text | Generative AI was used during the localization process to assist with translation and text refinement. | Studio RELIER | 27 | Mar 18, 2026 | |
Idle Realms: The Eternal Spire In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Realms | 20 | Mar 18, 2026 | |
Hold The Roost In-game content artaudiocode | Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game. | Jody Hiatt | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
Femboy Survivor Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
Elven Desire In-game content art | Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay. | Red Sasori | - | Mar 18, 2026 | |
Booker Blitz In-game content art | Most of the art for the initial database was created with AI to avoid paying any licensing fees. | David Morais | - | Mar 18, 2026 | |
鬼島傳奇 In-game content arttextcode | The developer uses generative AI tools throughout the entire development process of this game.
Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality.
Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency.
Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow.
Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies. | 魔魔王 | - | Mar 18, 2026 | |
Mithril & Mud Dev only code | Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI. | CampbellSoft Studios | - | Mar 18, 2026 | |
The Ayna Store/marketing art | Some poster designs. | Necha Games | - | Mar 18, 2026 | |
Void Core In-game content arttext | AI tools were used during the development process to assist in creating space-themed background assets and translating in-game text for localization. | Badgertainment | - | Mar 18, 2026 | |
Rest Area Simulator: Prologue In-game content artaudiotext | We used AI assistance for multilingual translation of promotional texts, for visual style suggestions, and for the creation of capsule and library assets. We also used AI tools during development for in-game text localization, as well as for generating certain audio elements and textures/visual content. | Oriseus Studios | 123 | Mar 18, 2026 | |
Breach Squad In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages. | INDIELLIGENT | - | Mar 18, 2026 | |
Total Blade: Mythology In-game content artaudio | 3d modeling for game, image for store page. icons, SFX, | Moondolino | - | Mar 18, 2026 | |
False Flame Live AI text | The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets. | SigniLume | - | Mar 18, 2026 | |
Salt & Storms In-game content artaudio | Some art assets (cargo icons, music tracks, marketing images) were created with assistance from AI generation tools and refined by the developer. All game code, design, and gameplay systems are human-created. No AI content is generated at runtime during gameplay. | Shoogar Games | - | Mar 18, 2026 | |
Dubai Chewy Cookie Simulator In-game content art | This game utilizes generative AI during the development process. Some 3D props (such as marshmallows), game logos, and UI elements were initially created using AI tools. These assets were then manually refined and edited by the developer to fit the game's style. | Hope Simulation Studio | - | Mar 18, 2026 | |
Combat Playground In-game content audio | Musics present in the game were composed with the help of generative AI | BloodRex | - | Mar 18, 2026 | |
Network Empire In-game content arttextcode | This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience.
No content is generated by artificial intelligence in real time during gameplay. | Corsan | - | Mar 18, 2026 | |
Checkpoint 19 In-game content artcode | AI tools are used to assist in the creation of certain marketing and promotional visuals.
During development, AI tools may also be used as a programming assistant to help with code structure, refactoring, and problem-solving.
All gameplay systems, mechanics, design decisions, and final implementation are created, reviewed, and validated by the developer. AI does not autonomously generate gameplay content or operate within the released product. | Pyro Entertainment B.V | - | Mar 18, 2026 | |
AikoMate Live AI text | All conversations within AikoMate are generated by artificial intelligence. | Fernando Camargo | 28 | Mar 18, 2026 | |
CAI UWE Live AI text | CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs. | scratch your own itch Labs | - | Mar 18, 2026 | |
我的修仙外挂是AI In-game content arttext | During the creative process, we utilized artificial intelligence (AI) technology as a generative tool for inspiration, primarily applied to original artwork and partial narrative texts. Our use of AI is not intended to replace traditional creativity, but rather to push beyond the boundaries of conventional game design—delivering you a uniquely immersive adventure filled with delightful surprises. All AI-generated content operates within our meticulously designed rule-based framework, ensuring a coherent and engaging experience. | Jinglin Games | - | Mar 18, 2026 | |
No Further Instructions In-game content art | During the development of the game, generative artificial intelligence tools were partially used.
AI was used to help create some graphic elements. All the results were finalized and integrated manually by the developers in accordance with the artistic vision of the project.
Generative AI is not used to create user-generated content in real time during gameplay. | Apex Seven | - | Mar 18, 2026 | |
VIGNETTE In-game content art | This game contains AI-generated art content. | Loxarc Inc. | - | Mar 18, 2026 | |
Morse Depths: WWII In-game content art | Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic. | Sasunia Game Studio | - | Mar 18, 2026 | |
DiscoCat In-game content art | Generative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application. | LuviaWorks | - | Mar 18, 2026 | |
Lighthouse Keeper: Lost At Sea Store/marketing art | Generative AI was used solely to assist in creating promotional materials and store page visuals.
All in-game content is human-created and does not involve generative AI. | Ascendara Games | - | Mar 18, 2026 | |
Ludwig II. - Neuschwanstein Unclear artaudiotext | Textures
Soundeffects
Voice
Music | VR-Dynamix | - | Mar 18, 2026 |