This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
- Creator
- KIB Games
- 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.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Steam store logo and game puzzle images made with ai tools
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Some weapon images and sound effects in this game were created with the help of generative AI tools and then reviewed and edited by our team.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
AI-generated content is used for artwork, sound, and coding assistance.
Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
- Assistance with music creation. - Localization into English, French, Spanish, and German.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
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.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
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.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
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.
AI tools were used to help prepare sketches for the store capsule artwork.
Yes, using artificial intelligence to assist with development.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
AI tools assisted with translations of some in-game text for localization.
Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play.
Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay.
Some of codes are generated by AI
During the development process, generative AI tools were utilized to assist in creating and refining our audiovisual assets
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
Placeholders.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
All game artwork is designed by hand and refined by our art team. AI-assisted tools in Adobe Photoshop, including generative completion, were used to support adjustments to approximately 5% of the game’s artwork. All AI-assisted elements were reviewed and adjusted by the art team to ensure consistency with the game’s artistic direction.
Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
AI-GENERATED CONTENT Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer. All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay.
AI was used responsibly in the making of this game
Generative AI was used during development to assist with some modeling, image creation, and validation tasks.
I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement. Generative AI is used during development only; no AI-generated content is created while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Desktop Party: An Idle Fantasy RPG Store/marketing text | This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually. | KIB Games | - | Oct 12, 2026 | |
BLACKBELL In-game content arttextaudiocode | Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation. | PALE WINDOW STUDIO | - | Oct 12, 2026 | |
Taskbar Parade In-game content arttext | The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play. | nau | - | Oct 12, 2026 | |
Cake Digger In-game content art | Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used. | Iridium Studio | - | Oct 12, 2026 | |
Foodland Puzzle Store/marketing art | Steam store logo and game puzzle images made with ai tools | Valkeala Software | - | Oct 12, 2026 | |
The Cozy Board Game Shop: Tidy Up In-game content artaudio | Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay. | BoomGames | - | Oct 12, 2026 | |
Squall Riders In-game content artaudio | Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play. | Bitmagic | - | Oct 12, 2026 | |
Burrow Mayhem In-game content artaudio | Some weapon images and sound effects in this game were created with the help of generative AI tools and then reviewed and edited by our team. | LEPOR GAMES | - | Oct 12, 2026 | |
RemparZ In-game content artaudiotext | The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play. | iFredZ | - | Oct 12, 2026 | |
SLASH//SYNC In-game content artaudiocode | AI-generated content is used for artwork, sound, and coding assistance. | MIKAGE STUDIO. | - | Oct 12, 2026 | |
Kingdom of Pieces In-game content art | Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay. | IAA Games | - | Oct 12, 2026 | |
Highway-Formosa In-game content arttext | Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance. | Studio Bing-Huan | - | Oct 12, 2026 | |
PrankzPlz! In-game content audiotext | - Assistance with music creation.
- Localization into English, French, Spanish, and German. | Long Journey Team | - | Oct 12, 2026 | |
Pop! Jelly PangPang In-game content arttext | Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play. | Jelly PangPang | - | Oct 12, 2026 | |
Orbit Anglerz In-game content artaudiotext | Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay. | Big Velvet Games | - | Oct 12, 2026 | |
Blunderball In-game content audioart | The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs. | Foulplay | - | Oct 12, 2026 | |
2D Hates 3D In-game content artcode | AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer. | Hanzly Studio | - | Oct 12, 2026 | |
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 | |
Boop Bay In-game content arttext | Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game. | Jorge Montero Varela | - | Oct 12, 2026 | |
ASHEEPGAME In-game content audioarttext | Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs. | bakedbytes | - | Oct 12, 2026 | |
Dicebloom In-game content art | The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play. | ArtemiZ | - | 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 | |
Cheese Racers Live AI arttextcode | Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play. | CheeseSteak | - | Oct 12, 2026 | |
Clanker Buster In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | 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 | |
UPSHOT Store/marketing art | AI tools were used to help prepare sketches for the store capsule artwork. | Wazang Games | - | Oct 12, 2026 | |
Purr Box Dev only | Yes, using artificial intelligence to assist with development. | LEANDRO ROGALA BRITEZ LTDA | - | Oct 12, 2026 | |
GeneJinks: Sports Festival In-game content arttextaudio | Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers. | WANG GUAN | - | Oct 12, 2026 | |
Metal Detector Simulator In-game content textcodeaudio | The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt). | Premium AI Slop | - | Oct 12, 2026 | |
Endless Shift: Haunted House In-game content audio | AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer. | NRM | - | Oct 12, 2026 | |
Mythilus: The Awakening In-game content artcode | Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI. | Onibox | - | Oct 12, 2026 | |
SORT THEM ALPACAS: OVERLOAD! In-game content text | AI tools assisted with translations of some in-game text for localization. | Shy Gekko | - | Oct 12, 2026 | |
Maru Kaite Dokan! In-game content text | Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play. | soyukke | - | Oct 12, 2026 | |
Joker's Knock Store/marketing arttext | Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay. | Noxam | - | Oct 12, 2026 | |
Dead Ball Specialist Dev only code | Some of codes are generated by AI | Ro_Yoon_Soo | - | Oct 12, 2026 | |
AFKlutch Unclear artaudio | During the development process, generative AI tools were utilized to assist in creating and refining our audiovisual assets | Nrujinzo | - | Oct 12, 2026 | |
Sushi Shogun In-game content artaudio | Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release. | Black Fruit Studios | - | Oct 12, 2026 | |
Fully Funded In-game content text | Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play. | PTL Studios | - | Oct 12, 2026 | |
Super Survivors general | Placeholders. | Mega Drill | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
STAR³ In-game content art | All game artwork is designed by hand and refined by our art team. AI-assisted tools in Adobe Photoshop, including generative completion, were used to support adjustments to approximately 5% of the game’s artwork. All AI-assisted elements were reviewed and adjusted by the art team to ensure consistency with the game’s artistic direction. | Deathtrap Games | - | Oct 12, 2026 | |
King's : The Eight Tribes Store/marketing art | Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store. | King's : The Eight Tribes | - | Oct 12, 2026 | |
hunter x In-game content art | The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials. | Andi Agung Ismail | - | Oct 12, 2026 | |
MVP - The Card Game In-game content textart | All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI. | 4L3SS104 | - | Oct 12, 2026 | |
KickOff In-game content artaudiocode | AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model. | SET UNIVERSE | - | Oct 12, 2026 | |
Pop Pop Arena In-game content artaudiotext | Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay. | Team Monolith Inc. | - | Oct 12, 2026 | |
Elder Hills Unclear | AI was used responsibly in the making of this game | Darkfoo Games | - | Oct 12, 2026 | |
Brick Buddies Dev only art | Generative AI was used during development to assist with some modeling, image creation, and validation tasks. | Bunnyhop | - | Oct 11, 2026 | |
Brassleaf Tactics In-game content arttextcode | I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement.
Generative AI is used during development only; no AI-generated content is created while you play. | Luke Lachlan Day | - | Oct 11, 2026 |