No AI was used in the game itself, only to generate marketing images and logos.
- Creator
- DHG Game Studio
- Reviews
- -
- Added
- Aug 1, 2026
Public Steam disclosure research 25,867 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.
No AI was used in the game itself, only to generate marketing images and logos.
Generative AI Tools where used in the creation of store assets.
Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans.
The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance. The in-game warning UI and spray decals are AI-generated. Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied.
Some BGM, Images made with AI
This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development.
If I could. I wouldn't use ai for some of the art. But I can't afford artists or anything.
Some images and music have been enhanced using AI.
Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services.
Logo refined using AI
Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand.
Generative AI tools were used to assist with the localization of store page text and the creation or refinement of certain marketing materials. All AI-assisted content was reviewed and edited by the development team before publication. No content is generated by AI during gameplay.
AI was used to support artwork creation and background. Background music creation was supported by AI.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as; - C# Coding - SFX Generation - OST Creation - Very select UI Animations
Some visual assets in Butterfly Project (such as backgrounds and illustrations) were created with the assistance of generative AI tools, then selected and integrated by the developer. Gameplay, systems, and overall design are human-made.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Generative AI tools were used to produce the game's source code and assist with music, localisation, store artwork, and some in-game text. The developer created the original concept, defined the intended gameplay and voxel-based presentation, and continuously reviewed, tested, corrected, refined, and approved the implementation. The game does not generate AI content during gameplay.
Generative AI tools were used during the development of The Five Monks as follows: - Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game. - Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction. - Store page text: portions were drafted with AI assistance and then edited by the team. The game's music was composed by the development team without generative AI.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
Generative AI was used for UI/UX, coding, and artwork
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
Some sound effects, written content, and artwork were generated with AI and then manually edited and refined.
Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer.
1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime.
The artwork is AI generated. AI was used in some programming instances.
Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
The textures used for the game packaging are AI-generated and have been manually retouched.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
The background images and dogs pictures are pre-rendered AI art
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
AI was only used to assist with the generation of package sticker textures.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
applying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
Some images has been generated using AI.
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
All content was created using AI.
Some images created using AI for Steam Page.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display. Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
AI used for sprite, and artwork. AI used to help code the game.
This game was developed with the assistance of generative AI tools. Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration. The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
AI tools were used during development solely for asset optimization and text proofreading.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer.
Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Survive The Oasis Store/marketing art | No AI was used in the game itself, only to generate marketing images and logos. | DHG Game Studio | - | Aug 1, 2026 | |
Jack's, 2's & 8's Store/marketing art | Generative AI Tools where used in the creation of store assets. | What To Do!? Games | - | Aug 1, 2026 | |
PuppetOFF In-game content arttext | Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans. | Feral Node Games | - | Aug 1, 2026 | |
FIRE STATE In-game content art | The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance.
The in-game warning UI and spray decals are AI-generated.
Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied. | UnderFire | 273 | Jul 31, 2026 | |
Typing Clash In-game content artaudio | Some BGM, Images made with AI | Yong Games | - | Jul 31, 2026 | |
Oldies In-game content artaudio | This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development. | saiko14 | - | Jul 31, 2026 | |
Siren Head: Lost Frequency Unclear art | If I could. I wouldn't use ai for some of the art. But I can't afford artists or anything. | Riley .B | - | Jul 31, 2026 | |
Is that a human organ? In-game content artaudio | Some images and music have been enhanced using AI. | 掏心掏肺工作室 | - | Jul 31, 2026 | |
Arrow Card Arena In-game content artaudiotext | Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services. | Ludendria Studio | - | Jul 31, 2026 | |
Les Bones Store/marketing art | Logo refined using AI | supertete337 | - | Jul 31, 2026 | |
Pample In-game content art | Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand. | SnowTales Studio | - | Jul 31, 2026 | |
Cozy Banker In-game content textart | Generative AI tools were used to assist with the localization of store page text and the creation or refinement of certain marketing materials. All AI-assisted content was reviewed and edited by the development team before publication. No content is generated by AI during gameplay. | Harmonia Games | - | Jul 31, 2026 | |
Strait of Hormuz Mini Arcade In-game content artaudio | AI was used to support artwork creation and background.
Background music creation was supported by AI. | Innopede GmbH | - | Jul 31, 2026 | |
Gloomhallow In-game content artaudiocode | While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations | Paragon 3D Studios LTD. | - | Jul 31, 2026 | |
Butterfly Project In-game content art | Some visual assets in Butterfly Project (such as backgrounds and illustrations) were created with the assistance of generative AI tools, then selected and integrated by the developer. Gameplay, systems, and overall design are human-made. | Humbertronics Arts | - | Jul 31, 2026 | |
Medieval Travelling Merchant In-game content artaudio | The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running. | Lord Beard Games | - | Jul 31, 2026 | |
Bit Footballer: The Career In-game content codeaudiotextart | Generative AI tools were used to produce the game's source code and assist with music, localisation, store artwork, and some in-game text. The developer created the original concept, defined the intended gameplay and voxel-based presentation, and continuously reviewed, tested, corrected, refined, and approved the implementation. The game does not generate AI content during gameplay. | Gaboo Arts Entertainment | - | Jul 31, 2026 | |
The Five Monks In-game content arttext | Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI. | Mad Goblins | - | Jul 31, 2026 | |
SUDOKU IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | huntforge | - | Jul 31, 2026 | |
Mountainhall In-game content artaudio | Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans. | Deepmountain Studios | - | Jul 31, 2026 | |
Warmachine: Rogue-Scout In-game content audioart | This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping. | Vaultkeeper Games | - | Jul 31, 2026 | |
HALFTIME Manager In-game content artcode | Generative AI was used for UI/UX, coding, and artwork | Lazybraindev | - | Jul 31, 2026 | |
Castellan In-game content artaudiotext | AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay. | Bozalt Games | - | Jul 31, 2026 | |
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Taxistanbul: Istanbul Taxi Simulator In-game content audioart | Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer. | Osas Games | - | Jul 31, 2026 | |
1453: Fall of Constantinople In-game content arttext | 1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime. | 3Cats Studio | - | Jul 31, 2026 | |
Rewritten: Chasing History In-game content artcode | The artwork is AI generated. AI was used in some programming instances. | GB | - | Jul 31, 2026 | |
Caveward In-game content arttext | Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer. | J. Souza | - | Jul 31, 2026 | |
Grave Danger In-game content arttextaudio | Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services. | Strictly MT Games | - | Jul 31, 2026 | |
SHKSHK In-game content art | Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay. | JWG | - | Jul 31, 2026 | |
Game Shop Panic In-game content art | The textures used for the game packaging are AI-generated and have been manually retouched. | Yagni Lab | 10 | Jul 30, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Chronime Puzzle: Dogs In-game content art | The background images and dogs pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 30, 2026 | |
Archive of Fate In-game content artaudiotextcode | Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay. | whitefir | - | Jul 30, 2026 | |
Package chaos In-game content art | AI was only used to assist with the generation of package sticker textures. | FunTap Games | - | Jul 30, 2026 | |
Tiny Chef In-game content art | Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist. | Brydon Creative Inc. | - | Jul 30, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
Documancy Unclear art | Some images has been generated using AI. | Rufus Room | - | Jul 30, 2026 | |
Rendhelm: World of the Dragonsea In-game content arttext | Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met. | ZaxtorGameS | - | Jul 30, 2026 | |
Industrial Mogul In-game content art | Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data. | codebooster | - | Jul 30, 2026 | |
Oh No! I’m Surrounded by Polygons! In-game content artaudiocodetext | All content was created using AI. | mex | - | Jul 30, 2026 | |
Renz Village Adventure Store/marketing art | Some images created using AI for Steam Page. | Logan Renz | - | Jul 30, 2026 | |
Tatomic In-game content art | Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction. | nitzan.games LLC | - | Jul 30, 2026 | |
Bots to Mars In-game content artcode | AI used for sprite, and artwork. AI used to help code the game. | Benybob | - | Jul 30, 2026 | |
BRAWLZERK In-game content arttext | This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input. | Reforbli | - | Jul 30, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
RV Life Sim Dev only arttext | AI tools were used during development solely for asset optimization and text proofreading. | Enes PASTIRMACI | - | Jul 30, 2026 | |
Art of Breathing Store/marketing arttext | Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy. | Subhojit Kumar Mahato | - | Jul 30, 2026 | |
All Your Wrestling Pro Manager In-game content art | Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer. | All Your Games Studios | 23 | Jul 30, 2026 | |
Voxel Dynasties In-game content art | Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime. | Felix Kempin | - | Jul 30, 2026 |