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.
- Creator
- Onibox
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
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.
Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0%
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Some code generated thru IA
I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans.
Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer.
Some backgrounds, map event effects, and promotional artwork were created with the assistance of generative AI during development. World simulation follows local rules; the game does not generate AI content or connect to external AI services during play.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play.
Base matter does not use AI within the game itself. Some marketing materials and images on the store page have AI used as a general editing tool.
Voices And Sounds Are AI Generated
During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page.
This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product.
Created with Astra and Claude.
Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play.
Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome.
AI Generated Content Disclosure AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Some of the game assets were created using AI
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
some pictures
Maps will be generated
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development.
NO HOOMAN
The assets on the store page are created with AI assistance.
All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials. The game does not generate AI content during play or connect to external AI services.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
The Game Assets Are Initially Designed By Humans, Then Generated With Ai Assistance In The Middle Stage, And Finally Edited By Humans.
Generative AI was used to create some of the game's graphics and sound assets.
Generative AI was used to assist in the creation of some 2D art assets.
Visual effects sheets used image generation LLMs, it is my policy to attempt to update these with human made assets in the future.
This game uses AI-assisted tools during development to create and refine some of its visual and audio assets. AI is not used to generate content while the game is running. All assets are reviewed and polished by our team before they appear in the game, ensuring a consistent and family-friendly experience.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page. Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds. Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
Some code is aided by claude code
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
The development has made use of some generated sprites and some help in UI, next to the art bought from artists.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
Some art assets were generated using AI and then manually refined and adjusted.
Game code and ui was assisted with Claude
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Some visual assets were created with the help of generative AI tools.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
Generative AI tools were used during development (coding assistance). No content is generated at runtime.
AI assisted coding
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
ORACLE uses generative AI in two ways: some marketing artwork was created with generative tools, and an optional bundled local language model can generate short, context-aware ORACLE narration during play. Live generation runs locally on the player's PC and is limited to text; it does not generate code, images, audio, or gameplay rules.
This game utilizes AI during gameplay to dynamically generate partial narrative texts and character dialogue in real time based on game progress, character status, and player choices, which may result in varying text content across different playthroughs. To mitigate the risk of inappropriate output, the game enforces rule constraints, sensitive content detection, and keyword filtering on both AI prompts and generated responses. Any non-compliant content will be blocked or replaced accordingly.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
BILLIONAIRE'S BUNKER In-game content code | Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0% | EAT THE RICH | - | Oct 12, 2026 | |
建造防线 In-game content artaudio | Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services. | MagicalConch | - | Oct 11, 2026 | |
BugFactory Dev only code | Some code generated thru IA | Renzo Villella | - | Oct 11, 2026 | |
Spirithale Dev only code | I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans. | Glassy Turtle | - | Oct 10, 2026 | |
Epoch of Dimensions Dev only code | Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer. | Liu Hao | - | Oct 10, 2026 | |
天道绘卷——修仙地图模拟器 In-game content art | Some backgrounds, map event effects, and promotional artwork were created with the assistance of generative AI during development. World simulation follows local rules; the game does not generate AI content or connect to external AI services during play. | OneForAll工作室 | - | Oct 9, 2026 | |
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
Don't Rob My Dungeon In-game content artaudio | The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play. | Highlander Interactive | - | Oct 7, 2026 | |
Base Matter Store/marketing art | Base matter does not use AI within the game itself.
Some marketing materials and images on the store page have AI used as a general editing tool. | Mistline Media | - | Oct 7, 2026 | |
MemeticBox In-game content audio | Voices And Sounds Are AI Generated | Corvium Games | - | Oct 7, 2026 | |
Idle Reef In-game content arttext | During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page. | BoostLab | - | Oct 7, 2026 | |
Gift Stream: Sorting & Delivery Simulator In-game content art | This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product. | Prime Byte SRL | - | Oct 7, 2026 | |
MossLight Unclear | Created with Astra and Claude. | Flucky Antics Games | - | Oct 6, 2026 | |
Watershed Dev only codetext | Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play. | Mozon | - | Oct 6, 2026 | |
Robin In-game content text | Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome. | Franek | - | Oct 6, 2026 | |
Pebble to Star In-game content text | AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 4, 2026 | |
Tiny Paradise In-game content | Some of the game assets were created using AI | Aries Echo Studio | - | Oct 3, 2026 | |
Ashes of Midgard In-game content textart | AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets. | EverTier Games | - | Oct 2, 2026 | |
奇点 Unclear art | some pictures | xzx | - | Oct 2, 2026 | |
Mischkalon Live AI | Maps will be generated | Clanwirtschaft.de | - | Oct 1, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
开缸大吉 In-game content arttext | Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development. | Wuhan Wind Tunnel Network Technology Co., Ltd. | - | Sep 28, 2026 | |
Beat the Meat general | NO HOOMAN | UrbanWanderer | - | Sep 23, 2026 | |
江湖沉默 Store/marketing art | The assets on the store page are created with AI assistance. | 江湖沉默 | - | Sep 22, 2026 | |
Believe In-game content artaudiotext | All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials.
The game does not generate AI content during play or connect to external AI services. | NorrbackaFrans | - | Sep 22, 2026 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
Cosy Loops In-game content art | The Game Assets Are Initially Designed By Humans, Then Generated With Ai Assistance In The Middle Stage, And Finally Edited By Humans. | GGOLDBIG | - | Sep 16, 2026 | |
Civilization Alchemy In-game content artaudio | Generative AI was used to create some of the game's graphics and sound assets. | NovaScreen | - | Sep 13, 2026 | |
The Stars Are Never Still In-game content art | Generative AI was used to assist in the creation of some 2D art assets. | Sojourner. Game | - | Sep 12, 2026 | |
Mendicant Sea In-game content art | Visual effects sheets used image generation LLMs, it is my policy to attempt to update these with human made assets in the future. | BLYTHE | - | Sep 12, 2026 | |
Build My World In-game content artaudio | This game uses AI-assisted tools during development to create and refine some of its visual and audio assets. AI is not used to generate content while the game is running. All assets are reviewed and polished by our team before they appear in the game, ensuring a consistent and family-friendly experience. | Paul Yeung | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
The Sixth Sin In-game content artaudiotext | Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization. | HAPPYTECH | - | Sep 12, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Sediment Dev only codeart | AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process. | skeleton picture | - | Sep 10, 2026 | |
Dyneria In-game content art | The development has made use of some generated sprites and some help in UI, next to the art bought from artists. | Spark of Chaos | - | Sep 10, 2026 | |
Morphsea: Abyssal Evolution In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Jungu | - | Sep 7, 2026 | |
Desktop Slime Graveyard: Tap Reaper In-game content art | Some art assets were generated using AI and then manually refined and adjusted. | QZ Studio | - | Sep 7, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 | |
Warlord In-game content art | Some visual assets were created with the help of generative AI tools. | Baby War Elephant | - | Sep 1, 2026 | |
Desert Vein In-game content artcodeaudio | We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers. | Beijing Mayfly And Grain Technology Co.,Ltd | - | Aug 31, 2026 | |
PLANETOON Dev only code | Generative AI tools were used during development (coding assistance). No content is generated at runtime. | TOBON GAME | - | Aug 31, 2026 | |
Things That Happen on the Map - Realm Simulator Dev only code | AI assisted coding | Lysemin | - | Aug 29, 2026 | |
Rock Flipper In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | - | Aug 29, 2026 | |
AlchemyOClock In-game content artaudio | Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay. | Dotoyou Games | - | Aug 29, 2026 | |
ORACLE: Humanity, Automated Live AI text | ORACLE uses generative AI in two ways: some marketing artwork was created with generative tools, and an optional bundled local language model can generate short, context-aware ORACLE narration during play. Live generation runs locally on the player's PC and is limited to text; it does not generate code, images, audio, or gameplay rules. | ZANKYO GAMES | - | Aug 29, 2026 | |
神明游戏 Live AI text | This game utilizes AI during gameplay to dynamically generate partial narrative texts and character dialogue in real time based on game progress, character status, and player choices, which may result in varying text content across different playthroughs. To mitigate the risk of inappropriate output, the game enforces rule constraints, sensitive content detection, and keyword filtering on both AI prompts and generated responses. Any non-compliant content will be blocked or replaced accordingly. | 灵能游戏 | - | Aug 29, 2026 | |
TERRA: 地表逻辑 Live AI text | All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text. | Cyborg V | - | Aug 28, 2026 |