Some of its content was created with AI tools and reviewed by the developer before inclusion: visual art, audio, and in-game text. No AI content is generated while you play.
- Creator
- Ogo Studio
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,695 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.
Some of its content was created with AI tools and reviewed by the developer before inclusion: visual art, audio, and in-game text. No AI content is generated while you play.
The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence.
Some artwork and music created with AI generators.
Some music, sound effects, and visual assets in this game were created with the assistance of AI tools, reviewed and refined by the development team.
Some of the music was generated using AI. A portion of the promotional video was generated by AI.
This game uses generative AI tools to assist in the creation of certain assets, such as music and visual elements. All content is reviewed, selected, and integrated by the developer to ensure consistency and quality. No AI is used during gameplay, and the player experience is fully handcrafted.
The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game.
It is currently being used for generating sound background music and stage images. Other characters and tiles were created directly using pixel art and are not the result of generative AI.
All content, except for gameplay and text, is created using AI.
This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay.
Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay.
This game contains AI-generated artwork for card illustrations, images, and sound effects.
Some in-game artwork and sound effects were created with the assistance of AI tools during development.
Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players.
The music and sound effects in GardenGrow were created using generative artificial intelligence tools.
AI used for a couple icons and the music.
Illustrations, backgrounds, and some voice acting in this game were created using AI generation technology.
The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations.
Using AI for music generation, using AI for localization, and using AIGC as a reference in the creation of artistic works.
The artistic and musical resources within the game are generated by artificial intelligence.
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
Sound-tracks were created with the assistance of diffusion generation.
During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game: 1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials. 2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game. All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release.
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone.
Some audio, Some Code
This game uses generative AI tools as part of the creative process. Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality.
At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas: Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay. Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world. Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress. Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before.
Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements.
All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology.
bgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
A photo in the game trailer and some voices lines are generated using AI voice tools.
This game uses AI tools for parts of the Steam store page content and voice acting.
This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game. This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay.
AI tools have been used to enhance and tweak game assets, as well as for certain audio elements.
Game assets, including music, images, and code, are generated by AI.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios. Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work. We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GeoFlag In-game content artaudiotext | Some of its content was created with AI tools and reviewed by the
developer before inclusion: visual art, audio, and in-game text.
No AI content is generated while you play. | Ogo Studio | - | May 23, 2026 | |
No Register In-game content audio | The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence. | Dinity Studios | - | May 23, 2026 | |
Dungeon of Calibris: Demon Orb In-game content artaudio | Some artwork and music created with AI generators. | Dalex Software Planning | 11 | May 23, 2026 | |
Firewall Breaker In-game content audioart | Some music, sound effects, and visual assets in this game were created with the assistance of AI tools, reviewed and refined by the development team. | Nadyos | 10 | May 23, 2026 | |
云游VR In-game content audioart | Some of the music was generated using AI.
A portion of the promotional video was generated by AI. | YY | - | May 23, 2026 | |
Dustline In-game content audioart | This game uses generative AI tools to assist in the creation of certain assets, such as music and visual elements.
All content is reviewed, selected, and integrated by the developer to ensure consistency and quality.
No AI is used during gameplay, and the player experience is fully handcrafted. | Dustline Studio | - | May 23, 2026 | |
字獄 JIGOKU In-game content audio | The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game. | W4S | - | May 23, 2026 | |
DAL'T-4 In-game content audioart | It is currently being used for generating sound background music and stage images.
Other characters and tiles were created directly using pixel art and are not the result of generative AI. | Blanc Studio | - | May 23, 2026 | |
To-Doodle In-game content artaudio | All content, except for gameplay and text, is created using AI. | LIU JIEYI | - | May 23, 2026 | |
闲鱼修仙录 In-game content artaudio | This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay. | XiaoyaoStudio | - | May 23, 2026 | |
Scourge of Eldryngard In-game content artaudiotext | Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay. | Eldryngard Studios | - | May 23, 2026 | |
Netfall In-game content artaudio | This game contains AI-generated artwork for card illustrations, images, and sound effects. | Zero Day Studios | - | May 23, 2026 | |
HAUL In-game content artaudio | Some in-game artwork and sound effects were created with the assistance of AI tools during development. | Deadstock Digital | - | May 23, 2026 | |
Max's Jungle Odyssey In-game content audioart | Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players. | Fernando Garrido García-Manso | - | May 23, 2026 | |
GardenGrow In-game content audio | The music and sound effects in GardenGrow were created using generative artificial intelligence tools. | ADIRINK | - | May 23, 2026 | |
Monster Masher In-game content artaudio | AI used for a couple icons and the music. | TekWiz | - | May 23, 2026 | |
Tokioriki In-game content artaudio | Illustrations, backgrounds, and some voice acting in this game were created using AI generation technology. | 綴路工房 | - | May 23, 2026 | |
Forever Epic Story: A Journey of Life (Reimagined) In-game content artaudio | The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations. | Forever Epic Story | - | May 23, 2026 | |
小真心AI-2055 In-game content audiotextart | Using AI for music generation, using AI for localization, and using AIGC as a reference in the creation of artistic works. | AngeBi | - | May 23, 2026 | |
PopVibe In-game content artaudio | The artistic and musical resources within the game are generated by artificial intelligence. | Musixel Studio | - | May 23, 2026 | |
Shatterhold In-game content artaudio | Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed. | Grey Line Interactive LLC | - | May 23, 2026 | |
HZ Industry In-game content artaudio | In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play. | Sade_112 | - | May 23, 2026 | |
Travelling Home: Ever After In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | Pulucat | - | May 23, 2026 | |
Storm Clan In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Farm Harbeest In-game content artaudiocode | During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material. | ShanSi | - | May 23, 2026 | |
Haunt & Hide In-game content artaudio | Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer. | devOMAR | - | May 23, 2026 | |
Celestial Routes In-game content audioarttext | The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools. | Unpredictable Games | - | May 23, 2026 | |
Snowplow Therapy In-game content artaudio | Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release. | Lunibuli | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Chrono Mailbox In-game content artaudio | As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone. | ChronoMailbox | - | May 23, 2026 | |
Stellar Golf In-game content audiocode | Some audio, Some Code | Fort Chuck Entertainment | - | May 23, 2026 | |
NRDominó In-game content artaudio | This game uses generative AI tools as part of the creative process.
Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality. | Vinicius C G Pontes | - | May 23, 2026 | |
Power Up! In-game content audioarttext | At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas:
Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay.
Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world.
Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress.
Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before. | 4 Flowers 1 Bug | - | May 23, 2026 | |
The Fifth Bell: Frequency of Secrets In-game content artaudio | Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements. | Serhat Arslan | - | May 23, 2026 | |
The Element Ninjas In-game content artaudio | All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology. | Izor Soft | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
Exium: Theia In-game content audio | A photo in the game trailer and some voices lines are generated using AI voice tools. | Steamtrack Studios | - | May 23, 2026 | |
Demon Breaker In-game content textaudio | This game uses AI tools for parts of the Steam store page content and voice acting. | Matthew Lalande | - | May 23, 2026 | |
山河捍卫者 In-game content arttextaudio | This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety. | 小如文化 | - | May 23, 2026 | |
Total RepeAt In-game content audioart | This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion. | Total RepeAt | - | May 23, 2026 | |
Neon Planet In-game content artaudiotext | Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer. | Neon Planet Studio | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Music Manager In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | May 23, 2026 | |
EcoMoguls In-game content arttextaudio | EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals. | The Analog Gaming Socity | - | May 23, 2026 | |
CADDIE In-game content audio | CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course. | Dead Level | - | May 23, 2026 | |
Nightmare Before BlackGate In-game content artaudio | Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay. | JJ | - | May 23, 2026 | |
The Hidden Evils Club In-game content artaudio | AI tools have been used to enhance and tweak game assets, as well as for certain audio elements. | Loreland Studio | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
Aetheris Core In-game content artaudiocode | Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows. | Kavik Studios | - | May 23, 2026 |