Help in creating images
- Creator
- IR Studio
- Reviews
- -
- Added
- Sep 21, 2026
Public Steam disclosure research 25,508 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.
Help in creating images
Help in creating images
Help in creating images
Help in creating images
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images. No AI runs while you play. All content is fixed at release.
some art and description might be ai generated
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
Character illustrations and 3D models in this game were created using generative AI.
Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production.
The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Help in creating images
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
Generative AI was used for most in-game voice lines and sound effects, and for some 3D props.
Some of the artwork in this game was created with the assistance of AI tools.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
This game contains AI generated art code and text.
Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically. No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered.
Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work. Live-generated content: none. The game does not generate any content with AI while it is running.
Some of the graphics were inspired from AI references
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style. Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator. No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay.
This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
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.
Code, icons, sounds and some art was created with AI assistance.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI was used for art, audio, localization and translation work in this game.
Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play. Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Art, sound, text and code
AI Generated Content Disclosure Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development: Visuals & Art: Title artwork, in-game graphic assets. Audio: Background music (BGM) and sound effects (SFX). Code: Generative AI was used to assist in writing parts of the code.
Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people. The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Used standard commercial AI image generators (Stable Diffusion/Midjourney) to create some environmental assets and wall decorations.
Proofreading some translations. Some 3D assets and sounds.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
Generative AI was used during development to create some of the game’s images and sprites.
a part of icon art generate by ai
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Puzzle Fire Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Beetles Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Scorpions Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Butterflies Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Archives of Disorder - Pasture Without Light In-game content artaudiotext | The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release. | Vison | - | Sep 21, 2026 | |
Shire Kings Store/marketing arttext | some art and description might be ai generated | Julien Nicolas | - | Sep 21, 2026 | |
Westward Dash In-game content artaudiotextcode | All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation. | Mars Paladin | - | Sep 21, 2026 | |
Touhou: BlackEight In-game content art | Character illustrations and 3D models in this game were created using generative AI. | OBORO | - | Sep 21, 2026 | |
Core Assembly In-game content arttext | Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production. | newcovid | - | Sep 21, 2026 | |
Obey the Beat In-game content audioart | The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons. | Bekho Team | - | Sep 21, 2026 | |
The Omega Strain Store/marketing art | Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release. | Coincidence of Imagina | - | Sep 21, 2026 | |
Puzzles Meteorites Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
Tutorial Hell In-game content audioart | Generative AI was used for most in-game voice lines and sound effects, and for some 3D props. | Alfamonk | - | Sep 20, 2026 | |
Horde is Coming In-game content art | Some of the artwork in this game was created with the assistance of AI tools. | NeuroCore Studios | - | Sep 20, 2026 | |
Ghosts and Monsters In-game content art | Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer. | Michel Marcoux | - | Sep 20, 2026 | |
LUCID.SYS In-game content artcodetext | This game contains AI generated art code and text. | Fabulous Rose | - | Sep 20, 2026 | |
TohoKids In-game content arttext | Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically.
No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered. | MonardoFunClub | - | Sep 20, 2026 | |
Ecos de Valdrenne In-game content artaudiocode | Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work.
Live-generated content: none. The game does not generate any content with AI while it is running. | Manuel Manzano | - | Sep 19, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 | |
Hexed Hand In-game content textart | Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services. | Green Wall Studios | - | Sep 19, 2026 | |
Guildmaster Simulator In-game content arttext | Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game. | Lohkforged Studios | - | Sep 19, 2026 | |
Vampire Suplex In-game content arttext | Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running. | DUMARU Inc. | - | Sep 19, 2026 | |
I Was Summoned to Another World, but All I Do Is Organize a Run-Down Village In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 19, 2026 | |
The 31st Student In-game content arttext | Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation. | Threshold Echo | - | Sep 19, 2026 | |
Card Grading Simulator In-game content artaudio | Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay. | Prime Protocol Interactive | - | Sep 19, 2026 | |
三国 · 烽火尖塔 In-game content artaudio | This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services. | Yang | - | Sep 19, 2026 | |
Xen'Fonia: Path of Fortune In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay. | CNS Games Studio | - | Sep 19, 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 | |
Punch Rush In-game content artaudiocode | Code, icons, sounds and some art was created with AI assistance. | KHQ | - | Sep 19, 2026 | |
Groundswell In-game content artaudio | Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values. | Two Drink Minimum Games | - | Sep 19, 2026 | |
Poco Loco In-game content art | Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay. | MindZone | - | Sep 19, 2026 | |
Pixel Golf League In-game content artaudio | Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay. | GyroNova Games | - | Sep 19, 2026 | |
Fantasy Matchmaker In-game content artaudiotext | Generative AI was used for art, audio, localization and translation work in this game. | 江左霉郎_林叔 | - | Sep 19, 2026 | |
Orange Wiki In-game content artaudiotext | Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork. | Clusion Games | - | Sep 19, 2026 | |
FableBrawl In-game content artaudiotext | FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community. | FableBrawl | - | Sep 19, 2026 | |
Saldyr: Before the Crown Fell In-game content artaudiotext | Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service. | Saldyria | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Skywatch Unclear artaudiotextcode | Art, sound, text and code | BearLoop | - | Sep 19, 2026 | |
WRITE HOUSE In-game content artaudiocode | AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code. | Studio Writehouse | - | Sep 19, 2026 | |
Sherlock Mysteries: Victorian Investigations In-game content textartaudio | Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools. | Socrates Games Studio | - | Sep 19, 2026 | |
Água Suja (Nobody Dies Here) In-game content arttext | This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package. | B&B Studios | - | Sep 19, 2026 | |
FishyFox In-game content art | FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running. | Arthur Richardson | - | Sep 19, 2026 | |
Print Shop Manager In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service. | Whatsayer Studio | - | Sep 19, 2026 | |
Anomaly Archives In-game content art | Used standard commercial AI image generators (Stable Diffusion/Midjourney) to create some environmental assets and wall decorations. | Yousf Jawhar | - | Sep 19, 2026 | |
Stillsky Dev only artaudio | Proofreading some translations.
Some 3D assets and sounds. | Latent Games | - | Sep 19, 2026 | |
Catkin Hollow: The Moonbell Mystery In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running. | MrAgent | - | Sep 19, 2026 | |
Arcane Commander: Overdrive In-game content art | Generative AI was used during development to create some of the game’s images and sprites. | Keph Labs | - | Sep 19, 2026 | |
One duck too many In-game content art | a part of icon art generate by ai | Nelson chui | - | Sep 19, 2026 |