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.
Steam store logo and game puzzle images made with ai tools
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.
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.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
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.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
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.
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.
Yes, using artificial intelligence to assist with development.
Generative AI used in the development of the title, and the marketing of it.
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).
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
AI tools assisted with translations of some in-game text for localization.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
Some artwork was created with generative tools and edited by the developer. No content is generated during gameplay.
Placeholders.
Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools.
Some code generated thru IA
Some graphical assets were created using generative AI during development.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images. The text of this store page was written with AI help, from my own notes and my own story, and edited by me. The game does not create any AI content while you play: everything you see was made before release.
This game was made by one developer working with an AI coding assistant. No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer. No AI runs while you play, and the game never connects to an external service.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
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 of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release. The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game.
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.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
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.
some visual assets and promotional materials for KILL ALL 8.2 BILLION HUMANS were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running.
Generative AI tools were used to assist in creating graphic design assets and store promotional media.
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.
Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay.
·AI-assisted bug fixes ·AI-assisted creation of some art assets ·AI-generated promotional assets
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
A small amount of text, images, and multilingual content used AI assistance.
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.
The game's UI assets, background music, and sound effects are generated using AI
Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations.
Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay.
Store page capsule art was made with the help of generative AI.
This game uses AI-generated content for some in-game text.
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.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
| 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 | |
Foodland Puzzle Store/marketing art | Steam store logo and game puzzle images made with ai tools | Valkeala Software | - | 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 | |
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 | |
Fish It!: Sort the Aquarium Shop In-game content artaudiotext | We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack. | Cup Cup Games | - | 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 | |
Asteroid Watch Store/marketing art | Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design. | Umit Canbolat | - | 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 | |
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 | |
Purr Box Dev only | Yes, using artificial intelligence to assist with development. | LEANDRO ROGALA BRITEZ LTDA | - | Oct 12, 2026 | |
Amberfall: Village Defense Unclear | Generative AI used in the development of the title, and the marketing of it. | tinybox games :) | - | 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 | |
Don't Drain The Lake In-game content audiocode | The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play. | LogiK | - | 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 | |
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 | |
Task Bar Dungeons In-game content art | Some artwork was created with generative tools and edited by the developer. No content is generated during gameplay. | 3xQuest | - | Oct 12, 2026 | |
Super Survivors general | Placeholders. | Mega Drill | - | Oct 12, 2026 | |
Everbreak In-game content textart | Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools. | unomy | - | Oct 12, 2026 | |
BugFactory Dev only code | Some code generated thru IA | Renzo Villella | - | Oct 11, 2026 | |
TBT : TaskBarTimber Dev only art | Some graphical assets were created using generative AI during development. | AINFORGE | - | Oct 10, 2026 | |
Pack Goblin In-game content arttext | I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release. | JOPA Studio | - | Oct 10, 2026 | |
Quota: Hit Your Number In-game content text | This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service. | Alexander Schlegel | - | Oct 10, 2026 | |
ORECATRAZ In-game content audio | The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz. | AHU Entertainment | - | 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 | |
WannaRich In-game content artaudio | Some of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release.
The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game. | 双击空格 | - | 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 | |
Gemstroids In-game content artaudiotext | Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer. | Cosmic Static | - | 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 | |
KILL ALL 8.2 BILLION HUMANS Store/marketing art | some visual assets and promotional materials for KILL ALL 8.2 BILLION HUMANS were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | DuyumStudios | - | Oct 10, 2026 | |
In Triplicate In-game content textart | Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running. | Bartpirat Games | - | Oct 10, 2026 | |
Only Luck Store/marketing art | Generative AI tools were used to assist in creating graphic design assets and store promotional media. | DNN GAMES | - | 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 | |
Swat Mosquito: Sleepless Nights In-game content arttext | Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay. | EXP Games | - | Oct 10, 2026 | |
猫咪之家 CatHome In-game content art | ·AI-assisted bug fixes
·AI-assisted creation of some art assets
·AI-generated promotional assets | PotS | - | Oct 10, 2026 | |
Pongzi Scheme In-game content textart | Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service. | IndieOffshore | - | Oct 10, 2026 | |
Desktop Farm In-game content arttext | A small amount of text, images, and multilingual content used AI assistance. | CXCY | - | 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 | |
寻丹 In-game content artaudio | The game's UI assets, background music, and sound effects are generated using AI | 刚正面的红领巾 | - | Oct 10, 2026 | |
Love Locks Store/marketing audiotext | Love Locks is handcrafted with love. Generative AI was used only for marketing materials, voiceovers, and translations. | Collision Games | - | Oct 10, 2026 | |
玄境 In-game content artaudiotext | Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay. | FunPlaceGame | - | Oct 10, 2026 | |
Siege of Spellspire Store/marketing art | Store page capsule art was made with the help of generative AI. | Weekend Almond | - | Oct 10, 2026 | |
USB Unemployment Speedrun Behavior In-game content text | This game uses AI-generated content for some in-game text. | GonbeiGames | - | 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 | |
Jewel Reels In-game content art | The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Shinkami Dev | - | Oct 10, 2026 |