Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
- Creator
- UREMORU
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Text has been embellished with AI and translations are also AI.
I used generative AI to help me restructure my code and translate the game into other languages.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
Graphic Sound Code
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text. Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game. All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
Some visual assets used in the game, including selected artwork, character images, interface graphics, and cinematic images, were created with the assistance of generative AI tools. All generated assets were reviewed, selected, edited where necessary, and integrated into the final game by the developer.
Some smaller smaller graphical elements in the game utilize gen AI.
This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play.
AI was used during development for certain 2D art assets, translation scaffolding, and development assistance.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
The game uses AI to generate illustrations from handcrafted raw artwork.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
AI was used for localization.
All fish models are fully human made in blender. Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content. The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands.
Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images.
AI was used to translate part of the in-game text and the Steam page.
Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer. The developer is actively seeking to replace any machine-generated localization over time.
AI language model assistance was used to help draft, translate, and refine store page content.
Generative AI was used to assist with some Steam store artwork, marketing materials, and localization.
Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans.
Storepage placeholder assets
Coding assistance is used for developing the game. Building automation test suites and creating support tools.
Some content was created with the assistance of generative AI tools: 2D store and marketing art (library capsule and library hero), the game's localization into non-English languages, and portions of in-game flavour text. All localization was reviewed before shipping. All in-game visuals are generated procedurally at runtime from code, all sound effects are synthesised at runtime, and all music is human-composed and licensed under CC BY 4.0. The game performs no AI generation at runtime and connects to no external AI service.
Store art work has been generated using AI.
Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools. The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work. The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets. The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
We want to be transparent with our players. It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements. Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses. At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates. All final gameplay experience and core content are assembled, designed, and produced by our development team.
Some of the artworks including pictures, 3D models and audios in the game are generated by AI.
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SEAMARK Store/marketing arttext | Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay. | UREMORU | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
Chartward In-game content text | Text has been embellished with AI and translations are also AI. | Golden Calf Games | - | Oct 10, 2026 | |
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
F-2 MISSIONS: CASE ONE In-game content artaudio | Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime. | UNVELL Games | - | Oct 9, 2026 | |
Sea of Silence In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players. | zyc_zzmzs@163.com | - | Oct 9, 2026 | |
Fliegeralarm audiocode | Graphic
Sound
Code | Fliegeralarm Games | - | Oct 7, 2026 | |
Korsaros Online In-game content artaudio | Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion. | Injesterr | - | Oct 7, 2026 | |
Tales of the Southern Seas In-game content artaudiotext | This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay. | Lazycat Interactive | - | Oct 6, 2026 | |
Phantom Fleet In-game content arttextaudio | Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text.
Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game.
All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay. | DevMakerMin | - | Oct 6, 2026 | |
Warwake In-game content art | Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team. | 237 Studio | - | Oct 6, 2026 | |
Doubloon: Pirate Dice Roguelike In-game content artaudiotext | AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime. | Windvix Games | - | Oct 4, 2026 | |
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
WHERE THE SEA IS DEEP In-game content art | Some visual assets used in the game, including selected artwork, character images, interface graphics, and cinematic images, were created with the assistance of generative AI tools. All generated assets were reviewed, selected, edited where necessary, and integrated into the final game by the developer. | Selçuk Çetiner | - | Sep 30, 2026 | |
New World Trading Company | Some smaller smaller graphical elements in the game utilize gen AI. | Kokoon Games | - | Sep 30, 2026 | |
DECISIVE DECKS In-game content art | This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play. | Pick Huang | - | Sep 30, 2026 | |
Deep Ocean 4X - Conquest of the Abyss In-game content arttext | AI was used during development for certain 2D art assets, translation scaffolding, and development assistance. | Forever Years | - | Sep 30, 2026 | |
Chill Boats: Open Waters In-game content audio | Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available. | Omble Studio | - | Sep 24, 2026 | |
Cannonwake Clash Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Cannonwake Clash Studio | - | Sep 22, 2026 | |
Sumpah Palapa Gajah Mada dan Cita Nusantara In-game content art | The game uses AI to generate illustrations from handcrafted raw artwork. | Leolit Games | - | Sep 22, 2026 | |
Teryon Crisis In-game content artaudiotext | Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service. | Dimetris Game | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 | |
Get On Board! In-game content text | AI was used for localization. | KeboStudio | - | Sep 19, 2026 | |
ChillTank In-game content artcode | All fish models are fully human made in blender.
Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content.
The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service. | Chillwatch | - | Sep 19, 2026 | |
ODYSSEY: Wine-Dark Sea In-game content artaudiotext | Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts. | BAF Games | - | Sep 19, 2026 | |
Cast & Click In-game content artaudiotext | We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands. | LOG51 | - | Sep 17, 2026 | |
Fleets of Valor In-game content art | Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images. | Frontmark Games LLC | - | Sep 13, 2026 | |
Cardsair In-game content text | AI was used to translate part of the in-game text and the Steam page. | Inner Flame Games | - | Sep 13, 2026 | |
Ship Busters In-game content artaudio | Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running. | Invo Tech Inc. | - | Sep 10, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
Dread Admiral In-game content text | Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time. | Tescrin Games | - | Sep 2, 2026 | |
DATUM: Rescue One In-game content text | AI language model assistance was used to help draft, translate, and refine store page content. | Spirit North | - | Aug 28, 2026 | |
Marina Manager In-game content arttext | Generative AI was used to assist with some Steam store artwork, marketing materials, and localization. | Gyrfalcon Games | - | Aug 28, 2026 | |
SSN: Artemis In-game content audioart | Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans. | Ceres Labs | - | Aug 28, 2026 | |
Steeltide Unclear | Storepage placeholder assets | Tecera Games | - | Aug 24, 2026 | |
Praxion-7 Dev only code | Coding assistance is used for developing the game. Building automation test suites and creating support tools. | Virtual Dimensions | - | Aug 23, 2026 | |
Leeway In-game content arttext | Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service. | Singularity Reach Studios | - | Aug 20, 2026 | |
Salt & Schooners Store/marketing art | Store art work has been generated using AI. | Clayton Games | - | Aug 19, 2026 | |
Beach Manager Simulator Store/marketing art | Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play. | E&Y Studio | - | Aug 16, 2026 | |
Kaperfahrt In-game content artaudio | Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence. | Kleinod Games | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Portrise Idle In-game content art | Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay. | baldgames | - | Aug 14, 2026 | |
Warlord Atlas: Global Naval War In-game content artaudio | The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs. | Warlord Atlas Project | - | Aug 11, 2026 | |
Lagan Salvage Run In-game content arttext | All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI. | Drumlin | - | Aug 2, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
Corsair Fleet Tides of Plunder In-game content arttext | The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay. | Velron Games | - | Jul 29, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
First 3 Days On Ship In-game content audiotext | We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team. | Madnetic Games S.A. | 158 | Jul 25, 2026 | |
Salt and Spice In-game content artaudio | Some of the artworks including pictures, 3D models and audios in the game are generated by AI. | Swordbearer Studios | - | Jul 25, 2026 | |
Tides of Empires In-game content arttext | Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay. | AtomicPixelGames | - | Jul 23, 2026 |