Only 1 2D sprite in the game is AI generated
- Creator
- AnomalyVN Studio
- Reviews
- -
- Added
- Aug 20, 2026
Public Steam disclosure research 25,710 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.
Only 1 2D sprite in the game is AI generated
Generative artificial intelligence was used to create some of the images.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use. AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play.
Some pre-generated game assets, artwork and translations were created or assisted using generative AI. All AI-generated content has been reviewed, edited and integrated by the developer. QuizForge does not use generative AI to create live in-game content during gameplay.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
All gameplay content is deterministic, hand-authored code with no AI generation at runtime. AI-assisted development tooling was used during production, including AI-assisted authoring of the code that renders the store artwork and achievement icons. No generative-AI images, audio, or text are shipped as game assets, and the game never connects to AI services.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Some of this game's assets were produced with the help of generative AI tools: the 2D key art and cinematic stills used in the trailer, capsule art and main menu; the base meshes for the twelve zodiac fighters, generated with Meshy and then rigged, retextured and reworked by hand; and part of the music and sound effects. Every AI-generated asset was reviewed, edited and integrated manually before shipping. No generative AI runs at runtime — nothing is generated while you play.
Generative AI tools were used during development to create background music with Suno, application and shortcut icon artwork, and Steam store and library artwork. They were also used to assist with programming and player-facing text, including Steam store descriptions and localization. All included AI-assisted outputs were reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
SUPERBOLT is built almost entirely from code: the lightning, the effects, the interface and the audio are generated by the game as it runs. Generative AI was used during production to help prepare some supporting artwork — background layers and achievement icons — and to draft some of the written text. Nothing is generated by AI while you play, and the game connects to no AI service.
Some of the visuals on our store page and some of the 2D illustrations in our game were created with the help of AI-powered tools.
Steam store page logo and art made with ai tools
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
LIMP MODE is made by a solo developer who uses generative AI as a tool during production. Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated. All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped. The game does not generate any content while it is running and does not connect to any AI service during gameplay.
Some artwork, sounds, narrative, and localization were built using AI.
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime.
RingOut uses generative AI to create part of its content. Some 2D artwork (character illustrations, key art and store/marketing images) and some audio (music and/or sound effects) were created with generative AI tools during development, then reviewed, edited and integrated by the developer. All 3D models are hand-made. No content is generated by AI in real time during gameplay.
A small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion.
Storefront art/capsules created with assistance from AI generation tools.
Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
DUNGEON AI DRAGON uses generative AI in two ways. (1) Pre-generated content: some artwork (character portraits, item illustrations, decorative assets), quest text drafts and localizations were created with the assistance of AI tools and were reviewed and edited by our team before shipping. (2) Live-generated content: NPC dialogue, combat narration and dynamic quest flavor text are generated at runtime by large language models. Live generation is constrained by hand-authored character sheets, world lore and quest definitions. All game rules, stats, prices, rewards and progression are computed by a deterministic rule engine — AI output can never grant items, change prices or alter game state.
AI polished artwork (for a part of the visual content) AI translation and proofreading
steam store page logo and cover art made with ai tools
steam store page logo and cover art made with ai tools
AI tools were used for research and to assist in creating some visual assets. All final assets were reviewed and refined by the developer.
A2GD does NOT use AI to convert images whatsoever. It is purely algorithmic software. AI was used for the user interface designs—I wish I could have done it myself, but I have very little experience with web design.
Generative AI was used during development to assist with programming and to help produce some 3D models and logo artwork, all reviewed and integrated by the developer. No AI runs while you play: the game is fully offline and generates no content at runtime.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
Portions of this game's content were created with the assistance of generative AI tools under human direction and review. This includes much but not all of the visual artwork, the soundtrack, and the store page text and marketing copy. All AI-assisted content was curated, edited, and approved by the developer.
AI generated content is used for store page and for meshes in game, I am a solo developer can't really afford the time to make custom meshes nor to pay and buy it.
Parts of the artwork (customer portraits, studio backgrounds, skin imagery, some tattoo motifs), the background music, and some store page images were created with generative AI tools and then edited and integrated by the developer. Game design, mechanics and game logic are the developer's own work. No content is generated while the game is running.
Some of the 3D models used for the table and room background in this game were created with the assistance of a generative AI (text-to-3D) tool, and were then adjusted and integrated by the developer. All other assets — including the dictionary data, UI artwork, sound, and all in-game text — were produced without generative AI. No content is generated by AI while you play.
The main menu was generated by AI. Some assets were generated by AI. Some code was generated by AI.
AI was used to write parts of the code and review the project. Most of the icons and music were also created with the use of AI.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Some temporary store page artwork (capsule images) and marketing text were created with the assistance of AI tools. The game itself does not contain AI-generated art, sound, or content, and does not use AI generation at runtime.
AI tools were used during the development process for asset creation/reference, and no dynamic AI content is generated during real-time gameplay.
The game utilized AI for a 3D assets and background music.
Some still images and and code bug fixes were developed with the assistance of AI
Generative AI was used to assist in the creation of pre-rendered 2D assets, including the store page capsule art, library images, trailer assets, and in-game loading screens.
本游戏在开发过程中使用生成式 AI 辅助制作部分代码、文本草稿、商店宣传图、图标与美术素材。所有 AI 辅助生成内容均由开发者进行人工筛选、编辑、整合与测试。游戏不包含实时 AI 生成内容
Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay.
Stick Crisis was developed with assistance from generative AI tools. AI-assisted image and animation tools were used to create selected visual assets, character animation frames and pre-rendered cinematics; these materials were reviewed, edited and integrated by the developer. AI coding assistants also contributed to portions of the source code. The game does not generate content during gameplay or connect to generative AI services at runtime.
AI was only used to generate minimal resources to support unit design and partial localization. All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
AI is used to support code generation. It is also used to generate a limited portion of the 3D assets, accounting for less than 5% of the total.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
81 Days And Nights In-game content art | Only 1 2D sprite in the game is AI generated | AnomalyVN Studio | - | Aug 20, 2026 | |
StarL 9 Ashes Of The Past Unclear art | Generative artificial intelligence was used to create some of the images. | IteraLabs | - | Aug 20, 2026 | |
HoloCozy In-game content codearttext | This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players. | Ninth Games | - | Aug 20, 2026 | |
The Loer Chronicles In-game content artaudio | Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play. | Rainlight Studio | - | Aug 20, 2026 | |
QuizForge In-game content arttext | Some pre-generated game assets, artwork and translations were created or assisted using generative AI. All AI-generated content has been reviewed, edited and integrated by the developer. QuizForge does not use generative AI to create live in-game content during gameplay. | Howling Wolf Games | - | Aug 20, 2026 | |
Between Jobs : Fixer Sim In-game content art | Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game. | YRSD Games | - | Aug 20, 2026 | |
Pencil Pursuit In-game content codeart | All gameplay content is deterministic, hand-authored code with no AI generation at runtime. AI-assisted development tooling was used during production, including AI-assisted authoring of the code that renders the store artwork and achievement icons. No generative-AI images, audio, or text are shipped as game assets, and the game never connects to AI services. | Terrace Vale Gaming | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
Enter the Cube In-game content artaudio | Some of this game's assets were produced with the help of generative AI tools: the 2D key art and cinematic stills used in the trailer, capsule art and main menu; the base meshes for the twelve zodiac fighters, generated with Meshy and then rigged, retextured and reworked by hand; and part of the music and sound effects. Every AI-generated asset was reviewed, edited and integrated manually before shipping. No generative AI runs at runtime — nothing is generated while you play. | JACKZ STUDIO | - | Aug 20, 2026 | |
BRINKSTACK In-game content audioarttext | Generative AI tools were used during development to create background music with Suno, application and shortcut icon artwork, and Steam store and library artwork. They were also used to assist with programming and player-facing text, including Steam store descriptions and localization. All included AI-assisted outputs were reviewed and approved by the developer before inclusion. The game does not use live-generated AI. | Palm Tree Studio | - | Aug 20, 2026 | |
SUPERBOLT In-game content arttext | SUPERBOLT is built almost entirely from code: the lightning, the effects, the interface and the audio are generated by the game as it runs. Generative AI was used during production to help prepare some supporting artwork — background layers and achievement icons — and to draft some of the written text. Nothing is generated by AI while you play, and the game connects to no AI service. | Skollheim | - | Aug 20, 2026 | |
TowerMouth I In-game content art | Some of the visuals on our store page and some of the 2D illustrations in our game were created with the help of AI-powered tools. | GeekZoneCouch | - | Aug 20, 2026 | |
Worm In Rotating Land Store/marketing art | Steam store page logo and art made with ai tools | Valkeala Software | - | Aug 20, 2026 | |
POLIS In-game content textart | Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime. | Afterwork Studio | - | Aug 20, 2026 | |
LIMP MODE In-game content artaudiotextcode | LIMP MODE is made by a solo developer who uses generative AI as a tool during production.
Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated.
All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped.
The game does not generate any content while it is running and does not connect to any AI service during gameplay. | StreetMarkers Games | - | Aug 20, 2026 | |
Thornwake: Forest Adventure In-game content artaudiotext | Some artwork, sounds, narrative, and localization were built using AI. | Mobile Vision Technologies LTD | - | Aug 20, 2026 | |
Brandrheim Store/marketing artcode | Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product. | Brandrheim Studios | - | Aug 20, 2026 | |
MindUP In-game content artaudio | MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime. | Davit Hovhannisyan | - | Aug 20, 2026 | |
RingOut In-game content artaudio | RingOut uses generative AI to create part of its content. Some 2D artwork (character illustrations, key art and store/marketing images) and some audio (music and/or sound effects) were created with generative AI tools during development, then reviewed, edited and integrated by the developer. All 3D models are hand-made. No content is generated by AI in real time during gameplay. | KingTrompe | - | Aug 20, 2026 | |
Gods of Pegana In-game content art | A small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion. | ManaScroll Games | - | Aug 20, 2026 | |
Space Trader Corps Store/marketing art | Storefront art/capsules created with assistance from AI generation tools. | D Squires | - | Aug 20, 2026 | |
Dreamfend In-game content artaudio | Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay. | Lapchatka | - | Aug 20, 2026 | |
DUNGEON AI DRAGON Live AI arttext | DUNGEON AI DRAGON uses generative AI in two ways. (1) Pre-generated content: some artwork (character portraits, item illustrations, decorative assets), quest text drafts and localizations were created with the assistance of AI tools and were reviewed and edited by our team before shipping. (2) Live-generated content: NPC dialogue, combat narration and dynamic quest flavor text are generated at runtime by large language models. Live generation is constrained by hand-authored character sheets, world lore and quest definitions. All game rules, stats, prices, rewards and progression are computed by a deterministic rule engine — AI output can never grant items, change prices or alter game state. | QuantumAI | - | Aug 20, 2026 | |
Spellarium 14 In-game content arttext | AI polished artwork (for a part of the visual content)
AI translation and proofreading | LGT SIA | - | Aug 20, 2026 | |
Sad Virus Tokyo Store/marketing art | steam store page logo and cover art made with ai tools | Valkeala Software | - | Aug 20, 2026 | |
Cape Warrior Store/marketing art | steam store page logo and cover art made with ai tools | Saylor Games | 11 | Aug 20, 2026 | |
Wall Street Donkey In-game content art | AI tools were used for research and to assist in creating some visual assets. All final assets were reviewed and refined by the developer. | NoCoo Fox | - | Aug 20, 2026 | |
Anime To GD In-game content art | A2GD does NOT use AI to convert images whatsoever. It is purely algorithmic software.
AI was used for the user interface designs—I wish I could have done it myself, but I have very little experience with web design. | Inspire | - | Aug 20, 2026 | |
Baryum In-game content artcode | Generative AI was used during development to assist with programming and to help
produce some 3D models and logo artwork, all reviewed and integrated by the developer.
No AI runs while you play: the game is fully offline and generates no content at runtime. | Dams-Labs | - | Aug 20, 2026 | |
Tarot Gambit In-game content artaudiotext | Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game. | XiaoyaoYi | - | Aug 20, 2026 | |
Beyond the First Star In-game content art | Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | AE Games | - | Aug 20, 2026 | |
PENCILS DOWN™ In-game content art | This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation). | Hayden-Fisher Technologies, Inc. | - | Aug 20, 2026 | |
3D Bumper Billiards In-game content artaudiotext | Portions of this game's content were created with the assistance of generative AI tools under human direction and review. This includes much but not all of the visual artwork, the soundtrack, and the store page text and marketing copy. All AI-assisted content was curated, edited, and approved by the developer. | Pilfered Parrot Global Industries | - | Aug 20, 2026 | |
Echo Arena In-game content art | AI generated content is used for store page and for meshes in game, I am a solo developer can't really afford the time to make custom meshes nor to pay and buy it. | Broskii_Forever | - | Aug 20, 2026 | |
Cheap Tattoo In-game content artaudio | Parts of the artwork (customer portraits, studio backgrounds, skin imagery, some tattoo motifs), the background music, and some store page images were created with generative AI tools and then edited and integrated by the developer. Game design, mechanics and game logic are the developer's own work. No content is generated while the game is running. | Cheap Games | - | Aug 20, 2026 | |
語彙コイン In-game content art | Some of the 3D models used for the table and room background in this game were created with the assistance of a generative AI (text-to-3D) tool, and were then adjusted and integrated by the developer. All other assets — including the dictionary data, UI artwork, sound, and all in-game text — were produced without generative AI. No content is generated by AI while you play. | nonbirinon223 | - | Aug 20, 2026 | |
Desert Grinder In-game content artcode | The main menu was generated by AI.
Some assets were generated by AI.
Some code was generated by AI. | Bernictas Studios | - | Aug 20, 2026 | |
2D Factory In-game content artaudiocode | AI was used to write parts of the code and review the project. Most of the icons and music were also created with the use of AI. | Alexandre Hamelin | - | Aug 20, 2026 | |
Hyetyn In-game content art | Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay. | KGitaGames | - | Aug 20, 2026 | |
Etched Store/marketing arttext | Some temporary store page artwork (capsule images) and marketing text were created with the assistance of AI tools. The game itself does not contain AI-generated art, sound, or content, and does not use AI generation at runtime. | 에스케이게임즈 | - | Aug 20, 2026 | |
Lethe In-game content art | AI tools were used during the development process for asset creation/reference, and no dynamic AI content is generated during real-time gameplay. | Purplemoon | - | Aug 20, 2026 | |
Ink Rush In-game content artaudio | The game utilized AI for a 3D assets and background music. | Lee Dong Gyu | - | Aug 20, 2026 | |
OIL & HORROR artcode | Some still images and and code bug fixes were developed with the assistance of AI | 42 LONG | - | Aug 20, 2026 | |
Toon Toon Revolution In-game content art | Generative AI was used to assist in the creation of pre-rendered 2D assets, including the store page capsule art, library images, trailer assets, and in-game loading screens. | Carmesim Game Studio Ltda | - | Aug 20, 2026 | |
一念成佛 In-game content arttextcode | 本游戏在开发过程中使用生成式 AI 辅助制作部分代码、文本草稿、商店宣传图、图标与美术素材。所有 AI 辅助生成内容均由开发者进行人工筛选、编辑、整合与测试。游戏不包含实时 AI 生成内容 | 一草ZORO | - | Aug 20, 2026 | |
Cosmic Ascent In-game content arttext | Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay. | Leandro Albornoz | - | Aug 20, 2026 | |
Stick Crisis In-game content artcode | Stick Crisis was developed with assistance from generative AI tools. AI-assisted image and animation tools were used to create selected visual assets, character animation frames and pre-rendered cinematics; these materials were reviewed, edited and integrated by the developer. AI coding assistants also contributed to portions of the source code. The game does not generate content during gameplay or connect to generative AI services at runtime. | Victor Manuel Ramirez | - | Aug 20, 2026 | |
Hell Deck In-game content arttext | AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere. | OFFMOON Inc. | 118 | Aug 20, 2026 | |
Construction Company In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay. | Single Game Production | - | Aug 20, 2026 | |
How To Ride Elevator Like A Human In-game content artcode | AI is used to support code generation. It is also used to generate a limited portion of the 3D assets, accounting for less than 5% of the total. | Nevele11 | - | Aug 20, 2026 |