Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
- Creator
- Dice Dice Dice
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 24,658 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.
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Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands.
I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people.
Sound effects and music were created with AI audio tools (ElevenLabs) and selected and edited by the developer. Parts of the in-game text, villager dialogue and translations were written with the help of AI and reviewed by the developer. AI coding assistants were used during development, including scripts that build the game's 3D models. No AI generates content while you play.
Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service.
Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI.
This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play.
AI was used to assist in the creation of the character artwork AI was also used to assist in the creation of the game's promotional posters
AI has been used for some of the games code. Certain game assets were created via code, however no AI generated images/textures are present in the game.
AI tools were used to help plan, research, and organize the creation of this game.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
AI assistance used for some visuals
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI was used for the visual elements within the game.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development.
The game logo, used in store art and the trailer, was created with AI image generation tools.
This game utilizes AI technology for some of its translations and content creation. While we make every effort to review and refine the content, some translations or expressions may contain inaccuracies or unnatural wording. If you notice any issues or have any feedback, we will work to address and improve them through future updates. Thank you for your understanding.
Generative AI tools were used to assist in creating some pre-generated 3D models, textures, visual assets, and promotional artwork. All content is generated before gameplay, reviewed by the developer, and integrated into the finished game. No generative AI is used live during gameplay.
AI Assitance used for some visual assets
Some arts generated with AI help.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand Some store visuals modified with AI assistance
I have used generative ai to enhance the steam capsule art. No generative ai is used inside the game itself
Game store page logo and cover art made with ai tools Game menu images made with ai tools
Localization was also done via the help of AI
Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools
Background and Logo Created AI
This game use the help of AI agents for both code and art
During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation. Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic. Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team.
Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay.
AI tools were used solely to translate the game's text from my native language as accurately as possible.
We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
AI was used to help generate some text and translations. All art, models, and animation are human-made.
some pictures
Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used. Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing. 3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work. Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists. Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above. What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play.
Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay.
Only for localization
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Generative AI was used for the cards, interface icons, translations and the store page text. All generated content was selected and checked by hand before it went into the game. No AI is used at runtime.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Images: AI-generated images were manually edited and composited for use in the game. Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten. Live-generated AI content: None.
BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used. AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves. For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
The music under the trailer is generated by Suno. That's it. I ain't a musician.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sort Them Dice In-game content arttext | Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay. | Dice Dice Dice | - | Oct 7, 2026 | |
Orange Braincell In-game content artaudiotextcode | This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands. | Artur Latkovsky | - | Oct 7, 2026 | |
Scrap Horizon In-game content artaudiotext | I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people. | Kattwinkel IT & Games | - | Oct 7, 2026 | |
Glowtide Isle In-game content audiotext | Sound effects and music were created with AI audio tools (ElevenLabs) and selected and edited by the developer. Parts of the in-game text, villager dialogue and translations were written with the help of AI and reviewed by the developer. AI coding assistants were used during development, including scripts that build the game's 3D models. No AI generates content while you play. | Kul Studio | - | Oct 7, 2026 | |
Retro Game Collector Simulator In-game content arttext | Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service. | nrnbgames | - | Oct 7, 2026 | |
새벽별 고양이 Store/marketing art | Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI. | 나인티세븐스스튜디오 | - | Oct 7, 2026 | |
THE BACKLOG In-game content audioarttext | This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play. | RecalloopStudio | - | Oct 7, 2026 | |
Boxes Grow Cats Store/marketing art | AI was used to assist in the creation of the character artwork
AI was also used to assist in the creation of the game's promotional posters | 幻想叙事工作室Mirage Tales Studio | - | Oct 7, 2026 | |
Kintsugi Cottage: Cozy Repair Dev only code | AI has been used for some of the games code. Certain game assets were created via code, however no AI generated images/textures are present in the game. | fdots games | - | Oct 7, 2026 | |
My Adenture as a Slime Dev only | AI tools were used to help plan, research, and organize the creation of this game. | Somethin Somethin Studios | - | Oct 7, 2026 | |
宇宙創世記カグラ ~素粒子協奏曲~ In-game content arttext | Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay. | Cham-gaming | - | Oct 6, 2026 | |
Retro Chaos: Together Tidy Up Unclear art | AI assistance used for some visuals | Smobu | - | Oct 6, 2026 | |
肝試しオンライン In-game content art | Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running. | パン田 | - | Oct 6, 2026 | |
THE GODDESS TOLD ME: Steal That Loaf of Bread In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
PunchMonkey In-game content art | AI was used for the visual elements within the game. | ShimWoojin | - | Oct 6, 2026 | |
Pocket Pasture In-game content art | As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer. | OxygenStudio | - | Oct 6, 2026 | |
Packlore Store/marketing artcode | Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development. | Infinity aspect | - | Oct 6, 2026 | |
Patchy Store/marketing art | The game logo, used in store art and the trailer, was created with AI image generation tools. | Root Cellar Games | - | Oct 6, 2026 | |
あれ探し図鑑~猫編~ In-game content text | This game utilizes AI technology for some of its translations and content creation.
While we make every effort to review and refine the content, some translations or expressions may contain inaccuracies or unnatural wording.
If you notice any issues or have any feedback, we will work to address and improve them through future updates. Thank you for your understanding. | BEYOND INTERACTIVE, INC. | - | Oct 6, 2026 | |
Sort The Dumplings In-game content art | Generative AI tools were used to assist in creating some pre-generated 3D models, textures, visual assets, and promotional artwork. All content is generated before gameplay, reviewed by the developer, and integrated into the finished game. No generative AI is used live during gameplay. | Black Vault Games | - | Oct 4, 2026 | |
VPet Sort Together: Cozy Tidy Up Unclear art | AI Assitance used for some visual assets | Smobu | - | Oct 4, 2026 | |
Gacha Chaos Tidy Up Together Unclear art | Some arts generated with AI help. | Smobu | - | Oct 4, 2026 | |
Ammo Eater Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Ammo Eater Studio | - | Oct 4, 2026 | |
Bulb Keeper: Tidy up the Night In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | YUKU Game | - | Oct 4, 2026 | |
Dice Sort Together: Arcane Hall In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance | Smobu | - | Oct 4, 2026 | |
Animal Bookshop: Tidy & Sell Store/marketing art | I have used generative ai to enhance the steam capsule art. No generative ai is used inside the game itself | Perpetual Learner | - | Oct 4, 2026 | |
Doomlander Store/marketing art | Game store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor games | - | Oct 3, 2026 | |
Tidy Up Frat House In-game content text | Localization was also done via the help of AI | sharkfindev | - | Oct 3, 2026 | |
Dust & Dig In-game content artaudio | Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools | EEE Games | - | Oct 3, 2026 | |
Duck Me Please! Store/marketing art | Background and Logo Created AI | noxg | - | Oct 3, 2026 | |
Take Good Care of Your Cassava In-game content artcode | This game use the help of AI agents for both code and art | GRisk | - | Oct 3, 2026 | |
W DoBark Dev only codetext | During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation.
Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic.
Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team. | Wagtail Interactive | - | Oct 3, 2026 | |
Brine and Brass In-game content artaudiotextcode | Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay. | Remoria | - | Oct 3, 2026 | |
Sort Them Eggs In-game content text | AI tools were used solely to translate the game's text from my native language as accurately as possible. | Razzu | - | Oct 3, 2026 | |
Tidy Up the Halloween Shop In-game content artaudiotext | We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon Games | - | Oct 3, 2026 | |
Pop the Balloon In-game content artaudiotext | This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play. | Myobia Motion Studio | - | Oct 3, 2026 | |
Cirno’s Snowball In-game content artaudiotext | Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay. | FIVE DUCK GAMES | - | Oct 3, 2026 | |
Way Too Many Fish! In-game content text | AI was used to help generate some text and translations. All art, models, and animation are human-made. | samyam | - | Oct 2, 2026 | |
奇点 Unclear art | some pictures | xzx | - | Oct 2, 2026 | |
Misty and the Last Breeze In-game content artaudiocodetext | Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used.
Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing.
3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work.
Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists.
Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above.
What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play. | Ilia Reingold | - | Oct 1, 2026 | |
Country Fishing In-game content arttext | Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay. | K-Cookie Games | - | Oct 1, 2026 | |
Too Many Animals ! In-game content text | Only for localization | Lip Chuan Sui | - | Oct 1, 2026 | |
Waste Your Time In-game content arttext | This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build. | XejiksGG | - | Oct 1, 2026 | |
PULLFINITY In-game content arttext | Generative AI was used for the cards, interface icons, translations and the store page text.
All generated content was selected and checked by hand before it went into the game. No AI is used at runtime. | Nicholas Schmitz | - | Oct 1, 2026 | |
Yellow Terminal In-game content audiotextart | The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made. | Clusion Games | - | Oct 1, 2026 | |
CARD SHOP SHUFFLE! In-game content arttext | Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None. | NorthPillow Lab | - | Oct 1, 2026 | |
Boltfall In-game content audioart | BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game. | MayaRealm Studios | - | Oct 1, 2026 | |
Dino Dome: Tidy Up! In-game content arttext | We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work. | Obsessive Games | - | Oct 1, 2026 | |
Frog Planter Store/marketing audio | The music under the trailer is generated by Suno. That's it. I ain't a musician. | Lazy Platypus Kft. | - | Oct 1, 2026 | |
Desklings In-game content text | The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play. | Doodle Nest | - | Sep 30, 2026 |