Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
- Creator
- Artificial Galka
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 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 tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
Some in-game and store text (tutorials, interface and the store description) was drafted with AI assistance and edited by the developer.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
Placeholders.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Some code generated thru IA
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
Art assets were generated and human reviewed. Localization was AI-translated and separately AI-reviewed.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service.
Frogs Can Jump uses generative AI only as a writing aid during development. The game's text content (interface text) localization into the 14 supported interface languages were produced with the assistance of large language models, directed and reviewed by the developer. Parts of this store page were drafted the same way. No AI-generated images, audio or video are used: all artwork, animation and sound in the game are produced by hand-written procedural code. The game does not generate any content with AI while you play, and it never connects to an external AI service.
We used AI tools to help write some of the text in the game and on this store page.
Bouncery is made by a solo developer. I used generative AI tools to help with programming and to translate the game.
Some assets and portions of the game's localization were generated using AI tools.
Store images are ai generated.
Generative AI was used for some visual and audio assets and text. No content is generated during play.
The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Text has been embellished with AI and translations are also AI.
Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly. Some game text and its corresponding localized translations were generated using AI.
I used generative AI to help me restructure my code and translate the game into other languages.
Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay.
AI tools were used to assist in the creation of store Assets
AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay.
During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play.
The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
This project includes promotional images generated by artificial intelligence and simple art elements
AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer. Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages. Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer.
AI was used for translation, to check terminology consistency, and to translate Steam store descriptions.
This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers.
1.The art of Capsule Library images 2.game ui
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SPECTR: Rekindle the World In-game content textcode | Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay. | Artificial Galka | - | Oct 12, 2026 | |
Reel to the Stars In-game content audiotext | The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play. | DGSTUDIO | - | Oct 12, 2026 | |
Arctic Station Six In-game content artaudiotext | Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer. | Three Feet Games | - | Oct 12, 2026 | |
Opolution In-game content artaudiotext | Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play. | Opownage Studios | - | Oct 12, 2026 | |
ShelfSpace Store/marketing arttext | The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs. | Factodus | - | Oct 12, 2026 | |
Gnome Miners In-game content arttextcode | Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play. | LonhosGames | - | Oct 12, 2026 | |
STEADY STATE In-game content text | Some in-game and store text (tutorials, interface and the store description) was drafted with AI assistance and edited by the developer. | Remotech | - | Oct 12, 2026 | |
Halmweit In-game content textcode | Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI. | Instinkt | - | Oct 12, 2026 | |
Drillionaire In-game content art | LLMs have been used to generate the majority of art for this game due to this being made by a solo dev. | Caos Creations | - | Oct 12, 2026 | |
Super Survivors general | Placeholders. | Mega Drill | - | Oct 12, 2026 | |
Auto Battle Buddies In-game content text | Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian. | Casual Clam | - | Oct 11, 2026 | |
BugFactory Dev only code | Some code generated thru IA | Renzo Villella | - | Oct 11, 2026 | |
Astra Genesis In-game content art | Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay. | Revo Games | - | Oct 10, 2026 | |
Stack Coffee Shop In-game content artcode | AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay. | JayZed | - | Oct 10, 2026 | |
Clapitalism In-game content arttext | Art assets were generated and human reviewed. Localization was AI-translated and separately AI-reviewed. | Kaifold Games | - | Oct 10, 2026 | |
Idle Gas Station Tycoon In-game content textcode | The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play. | Sobhi Arood | - | Oct 10, 2026 | |
CLAIM In-game content art | Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service. | Pathfinder Studios | - | Oct 10, 2026 | |
Frogs Can Jump In-game content text | Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service. | Enes Altas | - | Oct 10, 2026 | |
Hole Lotta Loot Store/marketing text | We used AI tools to help write some of the text in the game and on this store page. | HustleGrow AB | - | Oct 10, 2026 | |
Bouncery In-game content codetext | Bouncery is made by a solo developer. I used generative AI tools to help with programming and to translate the game. | Eliptik | - | Oct 10, 2026 | |
Dungeon Architect: Idle In-game content arttext | Some assets and portions of the game's localization were generated using AI tools. | COGNIVA SL | - | Oct 10, 2026 | |
One More Band Store/marketing art | Store images are ai generated. | Crush Bug Studios | - | Oct 10, 2026 | |
Hellwake In-game content artaudiotext | Generative AI was used for some visual and audio assets and text. No content is generated during play. | Precise Media AB | - | Oct 10, 2026 | |
インクリ米ンタル In-game content artaudio | The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played. | Masagomi Studio | - | Oct 10, 2026 | |
Just bury! Store/marketing art | Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay. | Chamchi Gimbap Games | - | Oct 10, 2026 | |
Chartward In-game content text | Text has been embellished with AI and translations are also AI. | Golden Calf Games | - | Oct 10, 2026 | |
Hoard In-game content art | Some of the pixel art in the game (background scenes and character portraits) and the store page key art were created with the help of generative AI tools and then edited and assembled by hand. No AI content is generated while you play. | Radikate | - | Oct 10, 2026 | |
AmplyVally In-game content audio | AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated. | Northhearth Studio | - | Oct 10, 2026 | |
恋恋垂钓录 In-game content arttext | Some game artwork was created with the assistance of AI-generated concept art or reference images during development. These were used solely as creative references, and all artwork used in the final game was manually redrawn and processed. AI-generated images are not used directly.
Some game text and its corresponding localized translations were generated using AI. | meow | - | Oct 10, 2026 | |
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
Zombie Siege In-game content artaudiotextcode | Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay. | PikaFun | - | Oct 9, 2026 | |
Mining Days Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 9, 2026 | |
Slaskescape 2 In-game content audiotextart | AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay. | Slaske Studios | - | Oct 9, 2026 | |
DRAFTED Dev only | During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play. | Brady Kearley | - | Oct 9, 2026 | |
Farm Business Simulator In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Gun&Don | - | Oct 9, 2026 | |
Bullet Factory In-game content text | Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play. | MagicalWind | - | Oct 9, 2026 | |
WaxWire: Program the Hive In-game content text | The game's text is partially translated into multiple languages with the help of AI.
Feedback from native speakers is welcome. | dyskomworks | - | Oct 9, 2026 | |
PUZFLO: Run the Line In-game content artaudiotext | Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay. | Hajime | - | Oct 9, 2026 | |
Stick A Fork In-game content text | AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license. | Flowdot | - | Oct 9, 2026 | |
Let It Melt In-game content audiotextart | The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer. | Osiris Atlas | - | Oct 9, 2026 | |
Artifical Railways Live AI artaudiocode | Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service. | Starkim1999 | - | Oct 9, 2026 | |
Star Replica In-game content arttextaudio | Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play. | wak-tech | - | Oct 9, 2026 | |
WAKABOOM Store/marketing art | This project includes promotional images generated by artificial intelligence and simple art elements | PAN JIA YU | - | Oct 9, 2026 | |
Mad Mary: Space Shepherd In-game content artcode | AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer.
Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages.
Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot. | Spartan Game Studios | - | Oct 9, 2026 | |
Islandry Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Cropstone Studio | - | Oct 9, 2026 | |
Metro. Manage the Underground In-game content arttext | Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services. | RODRIK LTD | - | Oct 9, 2026 | |
Oystrike In-game content art | Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer. | Mostly Accidental | - | Oct 9, 2026 | |
Bore Bore In-game content text | AI was used for translation, to check terminology consistency, and to translate Steam store descriptions. | YMY Games | - | Oct 8, 2026 | |
Desk Pixie In-game content arttextcode | This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers. | ByndWalker | - | Oct 7, 2026 | |
挂机传奇 Store/marketing art | 1.The art of Capsule Library images
2.game ui | IdleForge Studio | - | Oct 7, 2026 |