Most of the graphics (except for the default ones in classic mode) and text in vibecoded gamemodes were generated using AI tools.
- Creator
- Polish Hacker
- Reviews
- -
- Added
- Oct 20, 2026
Public Steam disclosure research 26,450 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.
Most of the graphics (except for the default ones in classic mode) and text in vibecoded gamemodes were generated using AI tools.
Space Defender is the work of a solo developer. The voices, the character portraits and some illustrations were created with generative AI.
Some event illustrations in this game were drafted with generative AI, then retouched and finished by our artists.
AI was used to assist with translating the interface and upscaling some images. Every user creates their own widget with their own images and videos, and shares it with the community. All of Widget2000s' default art is made by real artists. Art is human, and it always should be!
All of the game's assets are handmade. We used AI to help with translations in some languages.
This game is using generative AI for all the pictures in the game.
Generative AI tools were used in the creation of this game's art. All output was reviewed and edited by the developer before release.
AI tools assisted parts of development, such as drafting and translating in-game text and speeding up the creation of 3D models in Blender and music in FL Studio. All content was directed, edited and finalized by the developer. Sound effects come from licensed libraries.
In-game text was proofread using an LLM-based correction system
AI was used to create some materials for the store page and to solve some routine tasks.
Some game models and textures, as well as the promotional capsule artwork, were created with the help of generative AI during development and then edited by the team. The game does not generate AI content while you play.
Some content in this game was created with the help of generative AI tools during development. All of it was selected, reviewed and edited by the developer before inclusion. This includes character and creature artwork, battle backgrounds, map character sprites and parts of the combat visual effects; background music; drafts of some story and dialogue text, and the English translation; and some store-page promotional artwork. The game does not generate any AI content while it is running.
AI tools assist with localization, and limited texture cleanup using original photographs taken by the developer. The game’s, story, characters, visual direction, and gameplay are authored and developed by the developer. All AI-assisted work is reviewed and edited by the developer before inclusion in the game.
The art, character art, music, sound effects and some of the voice acting in this game were created using generative AI tools, from extensive prompts, designs and direction by the developer, then reviewed, revised and selected by the developer. Some voice acting was recorded by a human performer. No AI content is generated while you play.
The game uses AI technology to generate image elements.
Generative AI tools were used during development to assist with programming, bug fixes, and the creation of some in-game icons. However, the main characters, most of the skill/equipment icons, backgrounds, and world map illustrations were hand-drawn by my daughter, who was 13 years old at the time.
This game’s development, voice work and translation were created with AI assistance. All final character artwork was redesigned, drawn, and refined by artists. We will continue to review and improve the relevant content, and will gradually replace some AI-assisted content with manually created content in future updates. This game does not use real-time generative AI during gameplay.
Images used in the game and on the store page are based on assets generated using generative AI, which are then manually edited and refined before being used.
Generative AI tools were used during development to create and iterate on some pre-rendered 2D artwork and promotional images. All such assets were selected, edited, integrated, and reviewed by the development and art team. No AI content is generated during gameplay.
Generative AI tools were used to help create some building, character and environment artwork, promotional art, and drafts of some descriptions and localized text. These assets and text are reviewed and edited during development before inclusion in the game and its marketing materials. The game does not generate content during play or connect to external generative AI services.
Some content in this game was made with generative AI tools before release. This includes the cut-scene illustrations, some character sprites and props, the store page art, the sound effects, the background music, and the voice of the village broadcast. The map tiles come from a hand-made pixel art pack. The game does not generate any AI content while you play.
A portion of the game's 3D art assets were generated with AI tools and hand-edited by the developer. No AI is used to generate content during gameplay.
This game uses generative large models to assist in creating some texts and assets during development. All AI-generated content is manually reviewed, revised and verified before being included in the game. No new content will be generated by AI in real time during gameplay.
Parts of Kagami Forge’s program code were written with the help of AI coding assistants. Every change was reviewed and tested by the developer. The store art, icons, screenshots and trailer are not AI-generated, and the demo project uses the Ren’Py sample art (MIT licence). Kagami Forge does not generate any content with AI while you use it: everything in your project is made by you.
We used an AI assistant to help with writing. That covers this store page, our Early Access notes, and some in-game text we wanted to read better.
We use AI tools to help develop some in game assets, localization and bug fixes.
Generative AI tools were used for selected menu backgrounds, environment textures, and promotional artwork. No AI content is generated during gameplay.
Generative AI was used during development to create location illustrations for the world map. These illustrations are included as static image assets. The game does not generate AI content during gameplay.
Generative AI helped us create parts of this game, including some visuals, audio and music. Everything it produced was reviewed and refined by our team, and the creative and design decisions are always ours. We never used player data to train any model.
This game uses generative artificial intelligence.
The store page text and parts of the in-game writing were drafted with the help of generative AI, then reviewed and edited by the developer. The game does not generate any AI content while you play.
AI-assisted tools were used prior to release to pre-generate 2D visual assets and audio tracks. No live-generated AI features are included in the game.
AI-assisted BGM, localization translations, and store trailer transitions.
Some of this game's art assets — including certain terrain and ore textures, building and UI icons, the title logo and menu background images — and all of its background music were created with the assistance of generative AI during development. All such assets were reviewed, edited and integrated by the developer before being used. The game does not use generative AI at runtime, does not generate any content live, and contains no AI-generated voice.
Parts of the game’s code and shaders, the in-game text translations into other languages were written with the help of an AI assistant. The developer reviewed and tested this content.
Generative AI was used to assist in the creation of some art assets.
Generative AI was used to assist in creating some UI assets and localized text. The developer has manually reviewed, proofread, and revised this content.
This game used generative AI tools during development, mainly to help with concept design for some in-game art assets, layout assistance for store page promo images, and writing and optimisation of some code. All AI-generated content was later manually edited and polished by the developers to make sure it fits the overall style of the game.
Bird Feeder was made with generative AI. the in-game text and every sprite: the pixel art is written as code, pixel by pixel, on one palette, not painted by a person or made with an image model. The bird calls, ambience and the two music tracks were generated with ElevenLabs; birds without a generated call, and the small garden sounds, were synthesized in code. The bird calls are AI interpretations, not field recordings.
The background music (BGM) and some of the artwork in this game were created with the help of generative AI.
Everything except the charts was created using AI.
Generative AI assisted pre-authored dialogue, localization, art, procedural models and animations, synthesized music and sound, and marketing materials. No live AI generation or external AI service is used during gameplay.
Pre-generated content: the background music was created with generative AI and selected and arranged by the team. Generative AI was also used as a writing and translation aid for the cats' dialogue, the five non-Korean localizations, and store text; all of it was reviewed and edited by the team. The game's artwork (cards, tiles, characters, rooms, furniture and UI) was created by our artists. The cats' blinking and walking animation frames were made with generative AI on top of our artists' original portraits. The localized title logos were created with generative AI based on our artist's original logo, and the Steam achievement icons were created with generative AI. No content is generated live while you play.
Empires of the Axis and Abyss is made by one developer, and generative AI is used as a production tool for visual and audio volume that a solo project could not otherwise commission. AI-generated, then reviewed, edited and assembled by hand: • Key art, store capsules and title screens • Ship sprites, hull art, faction crests, icons and UI art • Planet, event and cinematic illustration • Short cinematic video sequences • The soundtrack • Voice narration and house dialogue, recorded from scripts written by the developer Partly AI-assisted: some in-game prose. The premise, structure, branching and outcomes of all 180 story events are authored design. The wording is a mix — some written outright, some drafted with AI assistance and then edited, often heavily. Every line that ships has been read and revised by a person. Not AI-generated: the game design and all its systems, the code, the interface and HUD, the galaxy and lane generation, the ship specification data, and the licensed stock audio in the sound effects. No AI model runs while you play. Nothing is generated at runtime, and no player input is ever sent to a model.
Generative tools used to help support game development through code, a portion of the art, and marketing materials.
Live-Generated AI Content: This game features a custom, offline neural network architecture running entirely on your local hardware. It utilizes safe, locked base models to procedurally generate dynamic NPC dialogue and ambient acoustic elements in real-time. Because it runs locally, it ensures zero server lag and complete player data privacy. No external web scraping or online APIs are used. Guardrails: All AI models operate within a strictly locked, offline sandbox. Dialogue generation is heavily constrained by strict, character-bound system prompts (Hermes 3) to ensure NPCs remain safely in-character as clinical personnel. The game utilizes no external APIs, preventing malicious web-based prompt injections. Finally, players have full access to the standard Steam Overlay tools to easily report any unexpected dialogue outputs directly to our development team.
Some of the game's code was written with the help of AI tools. And some 3d model too.
Some of the game's visual assets, including character illustrations, item icons and visual effects, were created with the help of AI image generation tools and then selected, edited and refined by the developer. AI tools were also used to assist with programming and with drafting in-game text and translations, all of which were reviewed and edited by the developer. The game does not generate any content with AI while it is running. All content in the game is pre-made and reviewed by the developer.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
AI was only used for translations and creation of material to relate to the dynamic game
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LASKA: Column checkers text | Most of the graphics (except for the default ones in classic mode) and text in vibecoded gamemodes were generated using AI tools. | Polish Hacker | - | Oct 20, 2026 | |
Space Defender: Frontier Squadron In-game content audioart | Space Defender is the work of a solo developer. The voices, the character portraits and some illustrations were created with generative AI. | Petit Vaisseau | 99 | Oct 20, 2026 | |
Net Raiders In-game content art | Some event illustrations in this game were drafted with generative AI, then retouched and finished by our artists. | Obliqon Inc. | - | Oct 20, 2026 | |
Widget2000s In-game content textart | AI was used to assist with translating the interface and upscaling some images.
Every user creates their own widget with their own images and videos, and shares it with the community.
All of Widget2000s' default art is made by real artists.
Art is human, and it always should be! | Ximo | - | Oct 20, 2026 | |
Deeper In-game content text | All of the game's assets are handmade. We used AI to help with translations in some languages. | Team Breakout | - | Oct 20, 2026 | |
Skifa In-game content art | This game is using generative AI for all the pictures in the game. | GenuiTX Bittner | - | Oct 20, 2026 | |
Silver Service In-game content art | Generative AI tools were used in the creation of this game's art. All output was reviewed and edited by the developer before release. | Eyzulabs | - | Oct 20, 2026 | |
Duskblade: The Caged Sun In-game content textartaudio | AI tools assisted parts of development, such as drafting and translating in-game text and speeding up the creation of 3D models in Blender and music in FL Studio. All content was directed, edited and finalized by the developer. Sound effects come from licensed libraries. | Ceus Games | - | Oct 20, 2026 | |
8 More Lives In-game content text | In-game text was proofread using an LLM-based correction system | Luden.io | - | Oct 20, 2026 | |
Crossfire Store/marketing | AI was used to create some materials for the store page and to solve some routine tasks. | GoodGamesDevelopment | - | Oct 20, 2026 | |
Find The Clover In-game content art | Some game models and textures, as well as the promotional capsule artwork, were created with the help of generative AI during development and then edited by the team. The game does not generate AI content while you play. | MGDB Studio | - | Oct 20, 2026 | |
归墟行:人界篇 In-game content artaudiotext | Some content in this game was created with the help of generative AI tools during development. All of it was selected, reviewed and edited by the developer before inclusion. This includes character and creature artwork, battle backgrounds, map character sprites and parts of the combat visual effects; background music; drafts of some story and dialogue text, and the English translation; and some store-page promotional artwork. The game does not generate any AI content while it is running. | 归墟工作室 | - | Oct 20, 2026 | |
Vittra In-game content textart | AI tools assist with localization, and limited texture cleanup using original photographs taken by the developer. The game’s, story, characters, visual direction, and gameplay are authored and developed by the developer. All AI-assisted work is reviewed and edited by the developer before inclusion in the game. | In Full Stride | - | Oct 20, 2026 | |
Double or Rubble In-game content artaudiotext | The art, character art, music, sound effects and some of the voice acting in this game were created using generative AI tools, from extensive prompts, designs and direction by the developer, then reviewed, revised and selected by the developer. Some voice acting was recorded by a human performer. No AI content is generated while you play. | DigiKerr Games | - | Oct 20, 2026 | |
Zombie Pile Unclear art | The game uses AI technology to generate image elements. | Pixel Cattle Games | - | Oct 20, 2026 | |
Incremental Epic Hero 2 In-game content artcode | Generative AI tools were used during development to assist with programming, bug fixes, and the creation of some in-game icons. However, the main characters, most of the skill/equipment icons, backgrounds, and world map illustrations were hand-drawn by my daughter, who was 13 years old at the time. | Hapiwaku | 1.7k | Oct 20, 2026 | |
桌面遠征少女 In-game content audiotextart | This game’s development, voice work and translation were created with AI assistance.
All final character artwork was redesigned, drawn, and refined by artists.
We will continue to review and improve the relevant content, and will gradually replace some AI-assisted content with manually created content in future updates.
This game does not use real-time generative AI during gameplay. | Suntu Interactive | - | Oct 20, 2026 | |
ルル&ララ 鏡写しの大冒険! In-game content art | Images used in the game and on the store page are based on assets generated using generative AI, which are then manually edited and refined before being used. | kemonyan | - | Oct 20, 2026 | |
Starcore Survivor Store/marketing art | Generative AI tools were used during development to create and iterate on some pre-rendered 2D artwork and promotional images. All such assets were selected, edited, integrated, and reviewed by the development and art team. No AI content is generated during gameplay. | Starseek | - | Oct 20, 2026 | |
Ares Program In-game content arttext | Generative AI tools were used to help create some building, character and environment artwork, promotional art, and drafts of some descriptions and localized text. These assets and text are reviewed and edited during development before inclusion in the game and its marketing materials. The game does not generate content during play or connect to external generative AI services. | Singularity Soft | - | Oct 20, 2026 | |
The Last Homecoming In-game content artaudiotext | Some content in this game was made with generative AI tools before release. This includes the cut-scene illustrations, some character sprites and props, the store page art, the sound effects, the background music, and the voice of the village broadcast. The map tiles come from a hand-made pixel art pack. The game does not generate any AI content while you play. | hAi Corp | - | Oct 20, 2026 | |
Endless Reach In-game content art | A portion of the game's 3D art assets were generated with AI tools and hand-edited by the developer. No AI is used to generate content during gameplay. | Soverance Studios | - | Oct 20, 2026 | |
光芽岛 In-game content textart | This game uses generative large models to assist in creating some texts and assets during development. All AI-generated content is manually reviewed, revised and verified before being included in the game. No new content will be generated by AI in real time during gameplay. | syzzzz | - | Oct 20, 2026 | |
Kagami Forge Dev only code | Parts of Kagami Forge’s program code were written with the help of AI coding assistants. Every change was reviewed and tested by the developer. The store art, icons, screenshots and trailer are not AI-generated, and the demo project uses the Ren’Py sample art (MIT licence). Kagami Forge does not generate any content with AI while you use it: everything in your project is made by you. | Horror | - | Oct 20, 2026 | |
Car Flipper In-game content text | We used an AI assistant to help with writing. That covers this store page, our Early Access notes, and some in-game text we wanted to read better. | Dynyx Interactive Inc | - | Oct 20, 2026 | |
Under The Rust In-game content arttext | We use AI tools to help develop some in game assets, localization and bug fixes. | Madness and Metal | - | Oct 20, 2026 | |
Rising Star In-game content art | Generative AI tools were used for selected menu backgrounds, environment textures, and promotional artwork. No AI content is generated during gameplay. | Open Launch Studios | - | Oct 20, 2026 | |
Stick Desktop Expedition In-game content art | Generative AI was used during development to create location illustrations for the world map. These illustrations are included as static image assets. The game does not generate AI content during gameplay. | LauNewBee | - | Oct 20, 2026 | |
天堂残响 In-game content artaudio | Generative AI helped us create parts of this game, including some visuals, audio and music. Everything it produced was reviewed and refined by our team, and the creative and design decisions are always ours. We never used player data to train any model. | NOX Labs | - | Oct 20, 2026 | |
吐梨邦 - 跨屏AI桌宠 Unclear | This game uses generative artificial intelligence. | 吐梨邦 | - | Oct 20, 2026 | |
Mahjong Traveler In-game content text | The store page text and parts of the in-game writing were drafted with the help of generative AI, then reviewed and edited by the developer. The game does not generate any AI content while you play. | GGEMU STUDIO | - | Oct 20, 2026 | |
Nyangdom : Dark Cat Defense In-game content artaudio | AI-assisted tools were used prior to release to pre-generate 2D visual assets and audio tracks.
No live-generated AI features are included in the game. | Ttohonnam | - | Oct 20, 2026 | |
Lucky Dog Rise In-game content audiotext | AI-assisted BGM, localization translations, and store trailer transitions. | Seanan Studio | - | Oct 20, 2026 | |
Old Iron In-game content artaudio | Some of this game's art assets — including certain terrain and ore textures, building and UI icons, the title logo and menu background images — and all of its background music were created with the assistance of generative AI during development. All such assets were reviewed, edited and integrated by the developer before being used. The game does not use generative AI at runtime, does not generate any content live, and contains no AI-generated voice. | FENG LEI | - | Oct 20, 2026 | |
PDR Simulator: Paintless Dent Repair In-game content codetext | Parts of the game’s code and shaders, the in-game text translations into other languages were written with the help of an AI assistant. The developer reviewed and tested this content. | Levend Turgay | - | Oct 20, 2026 | |
百鬼退散 In-game content art | Generative AI was used to assist in the creation of some art assets. | PoHun Games | - | Oct 20, 2026 | |
英雄后勤队 In-game content arttext | Generative AI was used to assist in creating some UI assets and localized text. The developer has manually reviewed, proofread, and revised this content. | pjj | - | Oct 20, 2026 | |
卡菲的冒险 In-game content artcode | This game used generative AI tools during development, mainly to help with concept design for some in-game art assets, layout assistance for store page promo images, and writing and optimisation of some code. All AI-generated content was later manually edited and polished by the developers to make sure it fits the overall style of the game. | 数字互动 | - | Oct 20, 2026 | |
Bird Feeder In-game content artaudiotext | Bird Feeder was made with generative AI.
the in-game text and every sprite: the pixel art is written as code, pixel by pixel, on one palette, not painted by a person or made with an image model. The bird calls, ambience and the two music tracks were generated with ElevenLabs; birds without a generated call, and the small garden sounds, were synthesized in code. The bird calls are AI interpretations, not field recordings. | Verdiana Games | - | Oct 20, 2026 | |
Just One More Sheet In-game content audioart | The background music (BGM) and some of the artwork in this game were created with the help of generative AI. | DevArthur | - | Oct 20, 2026 | |
Rezonia In-game content arttextaudio | Everything except the charts was created using AI. | Kaiba-Eztoria | - | Oct 20, 2026 | |
Better Days Pending In-game content artaudiotext | Generative AI assisted pre-authored dialogue, localization, art, procedural models and animations, synthesized music and sound, and marketing materials. No live AI generation or external AI service is used during gameplay. | Ichikawa | - | Oct 20, 2026 | |
Moonlit Cat Diner In-game content audiotextart | Pre-generated content: the background music was created with generative AI and selected and arranged by the team. Generative AI was also used as a writing and translation aid for the cats' dialogue, the five non-Korean localizations, and store text; all of it was reviewed and edited by the team. The game's artwork (cards, tiles, characters, rooms, furniture and UI) was created by our artists. The cats' blinking and walking animation frames were made with generative AI on top of our artists' original portraits. The localized title logos were created with generative AI based on our artist's original logo, and the Steam achievement icons were created with generative AI. No content is generated live while you play. | Underdog Games Inc. | - | Oct 20, 2026 | |
Empires of the Axis and Abyss In-game content artaudiotext | Empires of the Axis and Abyss is made by one developer, and generative AI is used as a production tool for visual and audio volume that a solo project could not otherwise commission.
AI-generated, then reviewed, edited and assembled by hand:
• Key art, store capsules and title screens
• Ship sprites, hull art, faction crests, icons and UI art
• Planet, event and cinematic illustration
• Short cinematic video sequences
• The soundtrack
• Voice narration and house dialogue, recorded from scripts written by the developer
Partly AI-assisted: some in-game prose. The premise, structure, branching and outcomes of all 180 story events are authored design. The wording is a mix — some written outright, some drafted with AI assistance and then edited, often heavily. Every line that ships has been read and revised by a person.
Not AI-generated: the game design and all its systems, the code, the interface and HUD, the galaxy and lane generation, the ship specification data, and the licensed stock audio in the sound effects.
No AI model runs while you play. Nothing is generated at runtime, and no player input is ever sent to a model. | Synprax Labs | - | Oct 20, 2026 | |
Deja-Vu of the Dead Store/marketing artcode | Generative tools used to help support game development through code, a portion of the art, and marketing materials. | Gold Brewed, LLC | - | Oct 20, 2026 | |
Stemmies Live AI textaudio | Live-Generated AI Content:
This game features a custom, offline neural network architecture running entirely on your local hardware. It utilizes safe, locked base models to procedurally generate dynamic NPC dialogue and ambient acoustic elements in real-time. Because it runs locally, it ensures zero server lag and complete player data privacy. No external web scraping or online APIs are used.
Guardrails:
All AI models operate within a strictly locked, offline sandbox. Dialogue generation is heavily constrained by strict, character-bound system prompts (Hermes 3) to ensure NPCs remain safely in-character as clinical personnel. The game utilizes no external APIs, preventing malicious web-based prompt injections. Finally, players have full access to the standard Steam Overlay tools to easily report any unexpected dialogue outputs directly to our development team. | Lenn Dolling | - | Oct 19, 2026 | |
Digger Dev only codeart | Some of the game's code was written with the help of AI tools. And some 3d model too. | Sev Games | - | Oct 19, 2026 | |
TowerOf100Heroes In-game content arttext | Some of the game's visual assets, including character illustrations, item icons and visual effects, were created with the help of AI image generation tools and then selected, edited and refined by the developer. AI tools were also used to assist with programming and with drafting in-game text and translations, all of which were reviewed and edited by the developer.
The game does not generate any content with AI while it is running. All content in the game is pre-made and reviewed by the developer. | 3H | - | Oct 19, 2026 | |
The Spirit of Twelve In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Oct 19, 2026 | |
Global Parity In-game content text | AI was only used for translations and creation of material to relate to the dynamic game | ProjectENIUS | - | Oct 19, 2026 |