The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you.
- Creator
- Infinite Pixel
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,995 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.
The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you.
Help in creating images
Help in creating images
Help in creating images
This game uses generative AI tools during development to assist with creating some art assets: - 2D artwork: ability/skill icons, equipment/item icons, concept art, in-game UI/HUD elements, and some promotional/store artwork (capsule images, key art). - 3D assets: some item and world prop models created with generative 3D tools. All AI-assisted assets are reviewed, curated, and edited by the developer before inclusion. No content is generated by AI at runtime — all assets are fixed and pre-generated. Remaining art, animation, and audio come from licensed asset packs or were created by the developer.
Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI.
Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
Some visual assets used in this game, including character artwork, background images, UI-related artwork, and promotional images, were created or enhanced with the assistance of generative AI tools during development. All AI-assisted assets were reviewed, selected, edited, and integrated by the development team before being included in the final game. The game does not generate AI content in real time during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools, including some visual assets, audio/sound effects, text, localization, and other production materials. AI tools were also used during development to support programming and production workflows. All AI-assisted content included in the game has been manually reviewed and refined by the development team. The game does not generate AI content during gameplay.
Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product.
During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game. Music (BGM): Composed using Suno Battle animations: Generated using Seedance 2.0 Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0 Audio/Voice assets: Irodori-TTS (AI text-to-speech service) All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay. All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights.
Artificial Intelligence is used to generate some of the images and visual assets displayed in the game. All generated content is reviewed and curated by the development team before publication.
Some of Sector 7's artwork — including its store and marketing images — and its narrative text were created with AI assistance and then reviewed and edited by the developer. Localization into additional languages used AI translation with human review.
RogueScape may use generative AI tools as part of the development workflow, primarily to assist with programming, debugging, prototyping, workflow automation, and occasional asset or copy iteration. Any AI-assisted content used in the game, store page, or related marketing materials is reviewed, edited, and approved by the developer before publication.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page. The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay.
Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself.
This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay.
AI is only used for marketing material only. No AI generated images are present in the actual game.
Generative AI has been used very sparsely. The main use cases were coloring the game title and assisting with coding.
Some artworks and music are created by first using AI generation and then further artistic refinement.
Entire story, dialogues, codes are hand-crafted by human developers. Most of in-game UI and arts were refined by our human art designer, while AI-based tools supported the initial bases for character illustrations, card illustrations, and visual novel backgrounds.
This title makes assistive use of generative AI tools in the following areas. All AI-generated outputs are manually reviewed, edited, and curated by the development team before being incorporated as final assets, and we have taken care to ensure that they do not infringe on the rights of third parties. No real-time AI generation occurs during gameplay.[Pre-Rendered Content — AI-Assisted Areas]- Production support for a portion of the in-game visual assets- Production support for a portion of the in-game music (BGM) and sound effects- Translation support for store page localization across supported languages (with human proofreading)[Live Generation]The game does not invoke generative AI in real time at any point during gameplay.
Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools
Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay.
This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay.
The visual assets, audio, music, in-game text, and store page content of this game were created with the help of generative AI tools. All AI-generated content was reviewed, selected, and assembled by the developer. The game's design, code, and systems were created by the developer.
When designing UI elements, AI was used to scale the generation of assets from which the artist created the final product
Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools.
Generative AI was used during the development process to create static 2D illustrations of various types of buildings that serve as project previews in the game interface. Marketing resources (storage capsules) were also created using AI to generate images.
Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer.
This game uses pre-generated AI-assisted assets in some development and marketing materials, including draft visuals, voice work, localization support, and production references. Final content is reviewed and curated by the developer. The game does not generate AI content during gameplay.
Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated. Generative AI was used in the creation of: Marketing and store page artwork (capsules, banners, hero, logo) In-game background art, sprites directions Music tracks
Language support, art and music support
Hero portraits and flavour text were created by AI tools.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience.
all the pictures are generated by artificial intelligence.
AI Usage Disclosure Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
AI was used to enhance game code, prototype cover art, and create all music.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
AI tools were used during development for assistance with programming and creation of promotional visual assets. AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer. Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay.
The images and background music used in this game were created using a generative AI.
AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer.
This game includes AI-generated or AI-assisted content, such as artwork and localization.
I used chatgpt to remaster some models, and to boost my artwork. I DID NOT: - let AI create any new models - design any of my levels or scripts - generate voices or music
Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer.
Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets.
Assets and marketing
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rift Protocol In-game content artaudio | The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you. | Infinite Pixel | - | Jun 3, 2026 | |
Puzzles: Fish Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Puzzles: Dog Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Puzzles Water Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
XENOFALL In-game content art | This game uses generative AI tools during development to assist with creating some art assets:
- 2D artwork: ability/skill icons, equipment/item icons, concept art, in-game UI/HUD elements, and some promotional/store artwork (capsule images, key art).
- 3D assets: some item and world prop models created with generative 3D tools.
All AI-assisted assets are reviewed, curated, and edited by the developer before inclusion. No content is generated by AI at runtime — all assets are fixed and pre-generated. Remaining art, animation, and audio come from licensed asset packs or were created by the developer. | HDMT Games | - | Jun 3, 2026 | |
Синеморск oil inclusive In-game content artaudiotextcode | Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI. | 7x7 Games | - | Jun 3, 2026 | |
Milling machine simulator In-game content art | Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team. | Igor Frank | 180 | Jun 3, 2026 | |
The Moment of Panic Live AI textart | The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime. | Badinc, LLC | - | Jun 3, 2026 | |
海王模拟器 In-game content art | Some visual assets used in this game, including character artwork, background images, UI-related artwork, and promotional images, were created or enhanced with the assistance of generative AI tools during development.
All AI-assisted assets were reviewed, selected, edited, and integrated by the development team before being included in the final game. The game does not generate AI content in real time during gameplay. | Shanghai Shiyi Network Tech. Co., Ltd. | - | Jun 3, 2026 | |
墨卷奇路 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools, including some visual assets, audio/sound effects, text, localization, and other production materials. AI tools were also used during development to support programming and production workflows. All AI-assisted content included in the game has been manually reviewed and refined by the development team. The game does not generate AI content during gameplay. | 杭州执棋者网络科技有限公司 | - | Jun 3, 2026 | |
Roomrush Racer In-game content artaudio | Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product. | Benjamin Recker | - | Jun 3, 2026 | |
狂華乙女~Crazy Bloom~ In-game content audioart | During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game.
Music (BGM): Composed using Suno
Battle animations: Generated using Seedance 2.0
Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0
Audio/Voice assets: Irodori-TTS (AI text-to-speech service)
All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay.
All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights. | Null and One | - | Jun 3, 2026 | |
Cruise Hantavirus Simulator In-game content art | Artificial Intelligence is used to generate some of the images and visual assets displayed in the game. All generated content is reviewed and curated by the development team before publication. | Memefarm Games | - | Jun 3, 2026 | |
Sektör 7 In-game content arttext | Some of Sector 7's artwork — including its store and marketing images — and its narrative text were created with AI assistance and then reviewed and edited by the developer. Localization into additional languages used AI translation with human review. | Hamza DURAK | - | Jun 3, 2026 | |
RogueScape In-game content codetextart | RogueScape may use generative AI tools as part of the development workflow, primarily to assist with programming, debugging, prototyping, workflow automation, and occasional asset or copy iteration. Any AI-assisted content used in the game, store page, or related marketing materials is reviewed, edited, and approved by the developer before publication. | Ryæn | - | Jun 3, 2026 | |
Market Simulator: Miami Beach Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | 63 | Jun 3, 2026 | |
BeaconBound In-game content audioart | Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page.
The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay. | SMAR Studio | - | Jun 3, 2026 | |
galaksia online Store/marketing art | Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself. | Stellario games | - | Jun 3, 2026 | |
The Big Owl Night In-game content arttextcode | This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay. | Visual Slumber Studios | - | Jun 3, 2026 | |
Zombie Fodder Store/marketing art | AI is only used for marketing material only. No AI generated images are present in the actual game. | Proper Duck | - | Jun 3, 2026 | |
Bots&Beats Store/marketing artcode | Generative AI has been used very sparsely. The main use cases were coloring the game title and assisting with coding. | Team Bots&Beats | - | Jun 3, 2026 | |
Merge Hidden 合成寻物 In-game content artaudio | Some artworks and music are created by first using AI generation and then further artistic refinement. | Happy Fish | - | Jun 3, 2026 | |
Blightsilver In-game content art | Entire story, dialogues, codes are hand-crafted by human developers. Most of in-game UI and arts were refined by our human art designer, while AI-based tools supported the initial bases for character illustrations, card illustrations, and visual novel backgrounds. | Quiet Eve Studio | - | Jun 3, 2026 | |
Descent of Yomi In-game content artaudiotext | This title makes assistive use of generative AI tools in the following areas. All AI-generated outputs are manually reviewed, edited, and curated by the development team before being incorporated as final assets, and we have taken care to ensure that they do not infringe on the rights of third parties. No real-time AI generation occurs during gameplay.[Pre-Rendered Content — AI-Assisted Areas]- Production support for a portion of the in-game visual assets- Production support for a portion of the in-game music (BGM) and sound effects- Translation support for store page localization across supported languages (with human proofreading)[Live Generation]The game does not invoke generative AI in real time at any point during gameplay. | R-each | - | Jun 3, 2026 | |
Assassin Of Spider 2: 2099 In-game content art | Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools | Saylor games | - | Jun 3, 2026 | |
Bonk Market In-game content artaudio | Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay. | Kevin He | - | Jun 3, 2026 | |
OPEN GUARD Store/marketing art | This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay. | Goyski | - | Jun 3, 2026 | |
Nullbreak Protocol In-game content artaudiotext | The visual assets, audio, music, in-game text, and store page content of this game were created with the help of generative AI tools. All AI-generated content was reviewed, selected, and assembled by the developer. The game's design, code, and systems were created by the developer. | Bitareon Studio | - | Jun 3, 2026 | |
Millenium State: Path of Hegemony In-game content art | When designing UI elements, AI was used to scale the generation of assets from which the artist created the final product | Trivial Inc. Person | - | Jun 3, 2026 | |
Cycling Champion In-game content artcode | Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools. | RaulM | - | Jun 3, 2026 | |
Concrete & Credit: Developer Tycoon In-game content art | Generative AI was used during the development process to create static 2D illustrations of various types of buildings that serve as project previews in the game interface.
Marketing resources (storage capsules) were also created using AI to generate images. | KONTORA Indie | - | Jun 3, 2026 | |
10000 BC In-game content textcodeart | Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer. | Tinktinfox | - | Jun 3, 2026 | |
Wild East: The Straw Man In-game content artaudiotext | This game uses pre-generated AI-assisted assets in some development and marketing materials, including draft visuals, voice work, localization support, and production references. Final content is reviewed and curated by the developer. The game does not generate AI content during gameplay. | David Zacik | - | Jun 3, 2026 | |
Cruorfall In-game content artaudio | Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated.
Generative AI was used in the creation of:
Marketing and store page artwork (capsules, banners, hero, logo)
In-game background art, sprites directions
Music tracks | Dezmuss | - | Jun 3, 2026 | |
Dere Quintet In-game content textartaudio | Language support, art and music support | TBF | 16 | Jun 3, 2026 | |
Mandate of Heaven : Dynasty Breakout Idle In-game content arttext | Hero portraits and flavour text were created by AI tools. | genkakusoft | - | Jun 3, 2026 | |
Random Horse Derby In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 3, 2026 | |
Lumibloom In-game content artaudio | Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience. | Zan Games | - | Jun 3, 2026 | |
Visual Novel: Chernobog's Seal In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 3, 2026 | |
PNG BATTLE In-game content art | AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer. | marimori | - | Jun 3, 2026 | |
Space Cat Arcade Adventure In-game content artaudiocode | AI was used to enhance game code, prototype cover art, and create all music. | Goblin Shaman Games | - | Jun 3, 2026 | |
Master of the Ages: Foundations of History In-game content arttextcode | Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers. | Sovereign Era Games | - | Jun 3, 2026 | |
TESSERACT: Echoes of the North In-game content codeart | AI tools were used during development for assistance with programming and creation of promotional visual assets.
AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer.
Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay. | MillerWorks Studio | - | Jun 3, 2026 | |
MAGISTAL In-game content artaudio | The images and background music used in this game were created using a generative AI. | bitman games | - | Jun 3, 2026 | |
BlissFlow In-game content artaudiotextcode | AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer. | Flownautic | - | Jun 3, 2026 | |
Bee Harvest In-game content arttext | This game includes AI-generated or AI-assisted content, such as artwork and localization. | Soba Studio | - | Jun 3, 2026 | |
Dark Eyes - Super Soldier 2 In-game content art | I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music | Ruud Tacken | - | Jun 3, 2026 | |
Isle Of Nexaryth In-game content art | Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer. | Tugay Saydam | - | Jun 3, 2026 | |
Nova Star: Void Survival In-game content art | Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets. | A.C. ANDRADE SUPORTE EM TI | - | Jun 3, 2026 | |
Argonauts Agency: Curse of Wishes Store/marketing art | Assets and marketing | 8floor ltd | - | Jun 3, 2026 |