This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources.
- Creator
- iida-lab
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 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.
This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources.
Steel and Sinew uses AI art as placeholder for UI.
Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay.
"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."
Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans.
This game uses AI tools for parts of the Steam store page content and voice acting.
Uses assets and tools made partially or fully with AI.
We use AI tools only for the proper translations
This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos.
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
Some visual assets were created with the assistance of AI image generation tools during development.
The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements.
This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game.
Generative AI was used to assist in the development and optimization of the game's source code.
Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day.
Some of the art assets in this game were created with the assistance of generative AI. All assets have undergone manual selection and post-production adjustments to ensure consistency with the overall game style.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions. Some dynamic art assets are assisted in their creation by AI tools.
The voiceover was done using artificial intelligence.
Just Several Pictures in Dialogue
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts.
Some image assets in this game are generated by AI.
The game’s logo was generated with the assistance of artificial intelligence tools.
This game uses generative AI only during development to upscale certain videos. No AI-generated content is produced in real time during gameplay.
As a solo-indie developer with no budget, sound was provided for the development of the game.
This game's art assets, including sprites, UI elements, and visual designs, were created with the assistance of generative AI tools. Audio and gameplay programming were developed without AI-generated content. All AI-generated assets have been reviewed and curated by the developer.
AI is used to generate some Steam store page assets, as well as some in-game icons and typography. All 3D assets and visual effects in the game are handcrafted and contain no AI-generated content.
Generative artificial intelligence was used to create and improve the game's main logo and some marketing materials (store capsules). All other game content, including models, animations, and code, was developed using traditional methods.
Generative AI is used for the artwork.
This game was 100% developed using AI (Claude Code by Anthropic) — including game design, programming, balancing, and localization. No AI is used during gameplay.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets. These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer.
Voice overs, translations and character busts are currently being handled by AI. As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans. Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release.
游戏中的一些游戏素材为预渲染AI生成
Our store assets were created using a hybrid workflow. We used AI tools to generate initial concepts and textures, which were then extensively edited, refined, and combined with custom illustrations by an artist to ensure a unique, high-quality final result.
Some assets on the store page are optimized using AI.
The developer utilized generative AI tools during the production phase to assist with coding and drafting marketing text. AI was also used to generate foundational 2D promotional artwork for the Steam store page, which was subsequently edited, refined, and polished manually in Photoshop.
Most of this game's content was created with the assistance of AI generation tools, except for a small portion of hand-crafted assets. All AI-generated content was reviewed and edited by the developer. No AI is used during gameplay.
Some assets on the store page were created with the assistance of AI.
Some in-game monster assets were created or refined during development with the help of generative AI tools. These assets were reviewed and edited by the developer before being included in the game.
Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat.
Currently, we only use AI tools to help with some beautification of our promotional materials.
Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process.
Localization of some languages!
Development team uses AI for asset design
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI helps with localization
AI tools may assist with early concepts. All final content is created by our development team.
Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding.
AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Looter Survivors In-game content codeartaudio | This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources. | iida-lab | - | May 23, 2026 | |
Steel And Sinew In-game content art | Steel and Sinew uses AI art as placeholder for UI. | SerGuillotin | - | May 23, 2026 | |
The Last Leukocyte Dev only code | Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay. | Ballpoint Studios | - | May 23, 2026 | |
Cyberpunk Neon Survivor In-game content arttext | "This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets." | Bacondog Game Studio | - | May 23, 2026 | |
Revenant Survivors Store/marketing art | Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans. | Mongma Studio | - | 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 | |
The Remaining Unclear | Uses assets and tools made partially or fully with AI. | Krabbe Studios | - | May 23, 2026 | |
Eternal Hatred In-game content text | We use AI tools only for the proper translations | Vladislav Tokarev | - | May 23, 2026 | |
天藻のモズクヒメ In-game content art | This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos. | Kazumitsu Ota | - | May 23, 2026 | |
Defenders of Ten Roads Crossing Tower In-game content text | As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI. | Hetocode | - | May 23, 2026 | |
Emberlorn Dev only art | Some visual assets were created with the assistance of AI image generation tools during development. | Hudson Borges | - | May 23, 2026 | |
Floppy-Ear Chaos In-game content art | The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements. | SCRAPIEDEE S.R.L. | 46 | May 23, 2026 | |
Terrastone In-game content arttext | This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game. | Polarpaw | - | May 23, 2026 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
PROTOCOL: Zero-day In-game content art | Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day. | CRYPTOS Interactive | - | May 23, 2026 | |
幻域 Fantasy Domain In-game content art | Some of the art assets in this game were created with the assistance of generative AI. All assets have undergone manual selection and post-production adjustments to ensure consistency with the overall game style. | YiLing Games | - | May 23, 2026 | |
GuiXu In-game content art | Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools. | 墨染六尘 | - | May 23, 2026 | |
King of Wukong In-game content audio | The voiceover was done using artificial intelligence. | CDIS Lab. | 10 | May 23, 2026 | |
Dynasty Blade In-game content art | Just Several Pictures in Dialogue | XyGame | - | May 23, 2026 | |
DragonSword : Awakening In-game content text | Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts. | Hound13 Inc. | 3.2k | May 23, 2026 | |
决战-勋章 In-game content art | Some image assets in this game are generated by AI. | SOT烈 | - | May 23, 2026 | |
Knightfall Requiem Store/marketing art | The game’s logo was generated with the assistance of artificial intelligence tools. | Vault Games | - | May 23, 2026 | |
DarkStone Restoration Dev only art | This game uses generative AI only during development to upscale certain videos. No AI-generated content is produced in real time during gameplay. | Paul Cuisset | 56 | May 23, 2026 | |
Zomdied Dev only audio | As a solo-indie developer with no budget, sound was provided for the development of the game. | BC Gamez | - | May 23, 2026 | |
Farmnana Defence In-game content art | This game's art assets, including sprites, UI elements, and visual designs, were created with the assistance of generative AI tools. Audio and gameplay programming were developed without AI-generated content. All AI-generated assets have been reviewed and curated by the developer. | JAI | - | May 23, 2026 | |
Crystal Ascend In-game content art | AI is used to generate some Steam store page assets, as well as some in-game icons and typography. All 3D assets and visual effects in the game are handcrafted and contain no AI-generated content. | Zodiac GameLab | - | May 23, 2026 | |
The Crimson Strike In-game content art | Generative artificial intelligence was used to create and improve the game's main logo and some marketing materials (store capsules). All other game content, including models, animations, and code, was developed using traditional methods. | Marcos Nogales Iglesias | - | May 23, 2026 | |
Bitvania In-game content art | Generative AI is used for the artwork. | BITTRON STUDIOS | - | May 23, 2026 | |
Infinite Night In-game content codetext | This game was 100% developed using AI (Claude Code by Anthropic) — including game design, programming, balancing, and localization. No AI is used during gameplay. | SUHO LEE | - | May 23, 2026 | |
Florence Mirror In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | FLOREGO, EerieEchoGames | - | May 23, 2026 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 | |
Corelith In-game content art | This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets.
These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer. | Dongurami Cat | - | May 23, 2026 | |
Ashikai In-game content audioart | Voice overs, translations and character busts are currently being handled by AI.
As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans.
Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release. | One Isometric Studio | - | May 23, 2026 | |
砍啊砍 In-game content art | 游戏中的一些游戏素材为预渲染AI生成 | 天才灵魂 | - | May 23, 2026 | |
GUTTERBORN In-game content art | Our store assets were created using a hybrid workflow. We used AI tools to generate initial concepts and textures, which were then extensively edited, refined, and combined with custom illustrations by an artist to ensure a unique, high-quality final result. | JNAK | - | May 23, 2026 | |
暗黑战神 Store/marketing | Some assets on the store page are optimized using AI. | 暗黑战神 | 90 | May 23, 2026 | |
Rift Diver Store/marketing codetextart | The developer utilized generative AI tools during the production phase to assist with coding and drafting marketing text. AI was also used to generate foundational 2D promotional artwork for the Steam store page, which was subsequently edited, refined, and polished manually in Photoshop. | Amar Dizdarević | - | May 23, 2026 | |
Firefield In-game content artaudiocodetext | Most of this game's content was created with the assistance of AI generation tools, except for a small portion of
hand-crafted assets. All AI-generated content was reviewed and edited by the developer. No AI is used during gameplay. | Robe of Fire | 12 | May 23, 2026 | |
王者争雄 Store/marketing art | Some assets on the store page were created with the assistance of AI. | 王者争雄 | 63 | May 23, 2026 | |
Legend's Duty: The Rifted World In-game content art | Some in-game monster assets were created or refined during development with the help of generative AI tools. These assets were reviewed and edited by the developer before being included in the game. | PiyoLayla Studio | - | May 23, 2026 | |
Vanguard - Idle Auto Battler Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience.
Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat. | Beep2Bleep | - | May 23, 2026 | |
超凡功夫之王传奇 In-game content art | Currently, we only use AI tools to help with some beautification of our promotional materials. | 功夫之王 | 84 | May 23, 2026 | |
SPACE HUG-DUNG In-game content art | Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process. | Syndicate Studio | - | May 23, 2026 | |
Saikiri In-game content text | Localization of some languages! | Vörös Gergely | - | May 23, 2026 | |
100 Guys 1 Stick Unclear art | Development team uses AI for asset design | machinetherapist | - | May 23, 2026 | |
WonderKing EU Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | dreamideasoft | - | May 23, 2026 | |
Silency: Cube 666 In-game content text | AI helps with localization | Ayyya | - | May 23, 2026 | |
AetherCycle Dev only | AI tools may assist with early concepts. All final content is created by our development team. | DEEP INTERACTIVE | - | May 23, 2026 | |
Wrath of Skeletar Last Breath Dev only artcode | Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding. | Pavel Kubíček/ GravelGames | - | May 23, 2026 | |
WarVara In-game content arttext | AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне | One-Eyed Fox Studio | - | May 23, 2026 |