Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team.
- Creator
- GoldWorks
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,997 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 was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team.
We use generative AI in a limited capacity for certain visual and written content. Generative AI may be used for: - Marketing materials, including promotional artwork, trailer graphics, and store page content. - Loading screen images and decorative in-game poster artwork. - Assistance with some written text, such as tutorials and informational content. Generative AI is not used for: - Live content generation during gameplay. - Gameplay screenshots shown on the Steam store page. - Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems. - Player-generated content.
AI is used to generate the game icons and a small portion of the game models.
We are using AI to create flip phone-style frames.
Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios.
Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime — every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
The game is mostly made by hand, ai was used for this things: 1) Translations 2) A couple of sprites and scripts 3) Composition of promo banners
Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
The game to contain art assets generated by artificial intelligence
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
Used for steam visuals.
Used for Steam visuals.
Generative AI was used to generate store page design assets.
As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game.
Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself.
Some store-page and marketing visual assets may be created or assisted with generative AI. The game itself does not generate AI content during gameplay.
Generative AI technology was used in the creation of some illustrations and assets within the game.
Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us.
Some UI elements and musical accompaniment were generated by neural networks.
I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words. What's AI-generated: • Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me • Music — generated with AI audio tools, curated and selected by me • Some flavor text and descriptive copy — drafted with AI assistance, edited by me What's not AI: • The game itself — every system, mechanic, balance number, character design, and core decision is mine • The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built • The code — written by me with the help of AI assistants the same way any modern developer uses them No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped.
Some in-game textures, music, and promotional materials contain AI-generated content.
Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools.
All images in the game, as well as on the store page, were generated using AI.
This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
I have used AI Image generation for Illustration and Icons.
Some game assets were designed with reference to AI-generated images
There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation. Several other uses are planned, including localization. AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay.
Some Steam store marketing icons or images were created or assisted with generative AI
Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game.
part of the images and videos generated by ai tools, there is no realtime ai in the game.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
The game to contain art assets generated by artificial intelligence
Visual assets used in this game were created with the assistance of generative AI and were curated, edited, and integrated by the developer.
A small number of textures and video files in the game were generated using AI.
Some art assets, audio, and text translation were produced with the assistance of AI.
Kingdom of Ashes uses generative AI for select visual assets: • Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game. All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets.
Vertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
Generative AI tools were used to assist in the creation of certain visual assets and promotional materials for Vibrant Vector
Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development.
Some Images such as the Game Splashscreen artwork is AI Generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tiny Fishing Club In-game content audioart | Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team. | GoldWorks | - | Jun 3, 2026 | |
Bump In-game content arttext | We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content. | TwinBrains Studio | 14 | Jun 3, 2026 | |
末世列车 In-game content art | AI is used to generate the game icons and a small portion of the game models. | PAOGE | - | Jun 3, 2026 | |
Bravest! Store/marketing art | We are using AI to create flip phone-style frames. | nazenaninadesico | - | Jun 3, 2026 | |
Capyverse Odyssey In-game content art | Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios. | Metazooie Studios | - | Jun 3, 2026 | |
Peg Cascade Store/marketing art | Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay. | Starfuel Interactive | - | May 23, 2026 | |
Shadow Gates In-game content artcode | This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay. | Facundo Morelli | - | May 23, 2026 | |
Arrownomics In-game content textartcode | The game is mostly made by hand, ai was used for this things:
1) Translations
2) A couple of sprites and scripts
3) Composition of promo banners | 717 pixels | - | May 23, 2026 | |
SIGNAL PIT In-game content artcode | Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer. | Chooon | - | May 23, 2026 | |
Dyno Burst: Bubble Shooter Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | May 23, 2026 | |
KUMANO In-game content artaudio | This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms. | moly | - | May 23, 2026 | |
Rabbit Claw Party In-game content textart | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game. | ZT-Studio | - | May 23, 2026 | |
OH NO, NOT ANOTHER L In-game content art | The game to contain art assets generated by artificial intelligence | LDev | 12 | May 23, 2026 | |
Kung-Fu Space Fighters In-game content art | Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists. | FunFactor | - | May 23, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Casino Empire Together Store/marketing art | Used for steam visuals. | cnsgames | 33 | May 23, 2026 | |
Hunt Asylum Together Store/marketing art | Used for Steam visuals. | cnsgames | 11 | May 23, 2026 | |
Vibe Idler Store/marketing art | Generative AI was used to generate store page design assets. | Area Denial | - | May 23, 2026 | |
Dungeon Dash: Relic Of Binding In-game content art | As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game. | Jeff Anderson | - | May 23, 2026 | |
Shell Inside Store/marketing art | Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself. | Lavanda Studio | - | May 23, 2026 | |
QianNian XuanJian Store/marketing art | Some store-page and marketing visual assets may be created or assisted with generative AI. The game itself does not generate AI content during gameplay. | 千年玄剑 | - | May 23, 2026 | |
Cakey & Tanaka : CandyLand Adventure In-game content art | Generative AI technology was used in the creation of some illustrations and assets within the game. | MemangStudio | - | May 23, 2026 | |
Busy Bar - World Tour Unclear art | Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us. | Flarewing Studios | - | May 23, 2026 | |
Homesider Survivors In-game content artaudio | Some UI elements and musical accompaniment were generated by neural networks. | Indie Mef | - | May 23, 2026 | |
Words are Hard In-game content artaudiotext | I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words.
What's AI-generated:
• Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me
• Music — generated with AI audio tools, curated and selected by me
• Some flavor text and descriptive copy — drafted with AI assistance, edited by me
What's not AI:
• The game itself — every system, mechanic, balance number, character design, and core decision is mine
• The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built
• The code — written by me with the help of AI assistants the same way any modern developer uses them
No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped. | AcornHunter Games | - | May 23, 2026 | |
Aislebound In-game content artaudio | Some in-game textures, music, and promotional materials contain AI-generated content. | FennX Creative | - | May 23, 2026 | |
Labyrinth A Way Out In-game content art | Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools. | JS Games | - | May 23, 2026 | |
Velvet Emergency Store/marketing art | All images in the game, as well as on the store page, were generated using AI. | KalendulaGames | - | May 23, 2026 | |
Pour Decisions In-game content artaudiocode | This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay. | Way She Goes Studios | - | May 23, 2026 | |
Crisis Commander: Strait Of Hormuz In-game content art | I have used AI Image generation for Illustration and Icons. | Kra Kra Games | - | May 23, 2026 | |
GANA FORCE Unclear art | Some game assets were designed with reference to AI-generated images | Liao Kai | - | May 23, 2026 | |
HullRats Live AI textcodeart | There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation.
Several other uses are planned, including localization.
AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date. | Dan Danciu | - | May 23, 2026 | |
EverestBaseCamp Store/marketing art | Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content. | darkrio Studio | - | May 23, 2026 | |
Dead Sector In-game content artcode | Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work. | Lonely Cloud | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Alarm112: Unit Fire Store/marketing art | Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay. | Control Room Labs | 23 | May 23, 2026 | |
Horse Spirit Valley In-game content art | Some Steam store marketing icons or images were created or assisted with generative AI | Antique Box Studio | - | May 23, 2026 | |
Rumble Rush In-game content artaudio | Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game. | RoyalWings | - | May 23, 2026 | |
Exiled Ark Store/marketing art | part of the images and videos generated by ai tools, there is no realtime ai in the game. | Crisen | - | May 23, 2026 | |
Kick The Dungeon In-game content art | This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools. | Fortuity Studio | - | May 23, 2026 | |
NEUROSLOP In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | 13 | May 23, 2026 | |
White Signal In-game content art | Visual assets used in this game were created with the assistance of generative AI and were curated, edited, and integrated by the developer. | Frenari | - | May 23, 2026 | |
Defying Fate: 60 Days to the Exam In-game content art | A small number of textures and video files in the game were generated using AI. | Touchas99 | - | May 23, 2026 | |
Tidal Strings In-game content artaudiotext | Some art assets, audio, and text translation were produced with the assistance of AI. | June666 | - | May 23, 2026 | |
Kingdom of Ashes - Fallen Era In-game content art | Kingdom of Ashes uses generative AI for select visual assets:
• Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game.
All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets. | ArcadeDeck | - | May 23, 2026 | |
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
Vibrant Vector Store/marketing art | Generative AI tools were used to assist in the creation of certain visual assets and promotional materials for Vibrant Vector | Renan Muquiutti | - | May 23, 2026 | |
Abjure In-game content artaudiotext | Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development. | Jax Games | - | May 23, 2026 | |
The York Realms Store/marketing art | Some Images such as the Game Splashscreen artwork is AI Generated. | Yorky | - | May 23, 2026 |