The translation for some languages were AI-assisted and may not be perfect. Feedback welcome!
- Creator
- Arachnocoder
- Reviews
- -
- Added
- Mar 18, 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.
The translation for some languages were AI-assisted and may not be perfect. Feedback welcome!
Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI.
Generated images for some paintings and photographs using AI.
An AI-Copilot was used during coding, and an AI spelling and grammar checker was used for writing.
A.I. generation was used in the creation of promotional materials via leonardo.ai (that's TOS permits commercial use) with custom inputs and subsequent tweaking with other art tools like GIMP as well as some sounds/audio via https://elevenlabs.io/ (also permitted for commercial use) then often modified in Audacity, but all images/videos/dialog/story in game are not the product of AI generation.
AI has been used to help develop the game's cover art.
NPC portraits and UV textures
AI is used for the person in the capsule image.
AI is used for translation, 3D assets, music, and part of the UI.
Some game graphics made with AI help.
AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay.
AI was used for translation and image generation.
The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work. The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools.
Some 3D models were created with generative AI tools and then added into the game.
The minimum number of poster elements that do not affect the gameplay were generated using AI.
The capsule artwork includes one AI-generated element that was refined by hand. No AI is used in the game itself.
This game currently uses AI-generated voices as a temporary solution for character dialogue. All writing, story, design, and sound direction are entirely human-made. Final human voice acting will replace these AI voices in future updates before the full release.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Some visual assets (icons, artwork) and parts of the music were created using artificial intelligence.
Some AI generated Images
This game uses artificial intelligence to create some images and sounds. It is also used to create unique music.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
As an independent developer, I use generative AI in a limited capacity solely for producing certain human-like voice clips and displaying animated visuals within the game. AI is not used to create game text, characters, core content, or dynamic programming during gameplay. All other game assets are created manually by me and fully comply with copyright and safety requirements.
Generating individual objects Generating soundtracks and sounds
This game was developed with the extensive use of generative AI 'Gemini' for many processes, including coding and image generation. While AI helped improve development efficiency, all final adjustments and quality control were done manually to ensure a polished experience for players.
Some monster and character images are generated by AI
Generative AI was used to create certain static visual assets, including the “OUTBREAK” text-based logo, the Steam profile background image, and the static background image displayed in the main menu. No AI-generated content is used during gameplay.
Some textures and images used in the game were created with the assistance of AI tools and then modified. All content is static and does not involve AI generation during gameplay
Cursor assistance for programming, some textures generated with ML
Some text in the game and its marketing was polished with AI assistance for correct grammar, and certain marketing images were refined using image-editing tools with AI capabilities (e.g. remove tool).
In this project, AI was used only to create the voice-over and visual assets. All output was human-edited and commercial use licenses were verified.
We used AI tools to design store visuals
AI was used to create some of the trailer's animated scenes, translations and the game's music.
This game utilized AI tools during its development to assist in creating some of the photos and images featured in the game.
Some photos were created using artificial intelligence.
AI was used for Steam store page translation to improve accessibility.
The majority of 5 Girls, 1 Honey was created manually, including: all 3D characters and outfits character animations story and dialogue core gameplay systems However, a few visual elements were originally generated with the help of AI and then manually enhanced by our team. These include: * the cinematic for the intros * background visuals on the map and date scenes * some decorative UI elements and static screens We hope these AI-supported parts enrich the overall experience.
Generated images for some paintings and photographs using AI. The AI processes the phrases you speak into the microphone to determine whether they are an appeal to God.
I used AI to some graphics in my game, and I use a little bit of AI to help me code complex calculations. But 90% of it is made by me 😊
Some of the character designs and 3D models in this game were created using generative AI tools. Animations, environments, and gameplay systems were designed and implemented manually.
Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Images, Back ground music, Voiceover, Cutscenes
Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game.
Some assets were developed working with large language models.
Art is AI made. Everything is voice acted but What is said is partly made by AI As far as what the voice actor is saying. Some Dialogue and main idea of the story is developer made.
During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay.
This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay.
As an independent developer, I generated code, 3D models, and textures using AI-based programs.
AI was used in the creation of Natalie's model.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Unknown Call: Ohio In-game content text | The translation for some languages were AI-assisted and may not be perfect. Feedback welcome! | Arachnocoder | - | Mar 18, 2026 | |
Let Me Catch You In-game content art | Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI. | Aconite Games | - | Mar 18, 2026 | |
Conductor: Eternal Service Store/marketing art | Generated images for some paintings and photographs using AI. | Beshbarmak games | 31 | Mar 18, 2026 | |
Celestial Anomalies Dev only codetext | An AI-Copilot was used during coding, and an AI spelling and grammar checker was used for writing. | Michael Livanos | - | Mar 18, 2026 | |
The Call of Darkness In-game content artaudio | A.I. generation was used in the creation of promotional materials via leonardo.ai (that's TOS permits commercial use) with custom inputs and subsequent tweaking with other art tools like GIMP as well as some sounds/audio via https://elevenlabs.io/ (also permitted for commercial use) then often modified in Audacity, but all images/videos/dialog/story in game are not the product of AI generation. | Ace_Games_ | 11 | Mar 18, 2026 | |
Dinosaur Hunting Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Testimony - Metal Graveyard In-game content art | NPC portraits and UV textures | Testimony | - | Mar 18, 2026 | |
Don't Look! Store/marketing art | AI is used for the person in the capsule image. | YKey Games | - | Mar 18, 2026 | |
湾曲世界 In-game content artaudiotext | AI is used for translation, 3D assets, music, and part of the UI. | Ituki Ebina | - | Mar 18, 2026 | |
Crime Scene Clean: Paranormal In-game content art | Some game graphics made with AI help. | Alkame Games | - | Mar 18, 2026 | |
Shattered Delirium In-game content art | AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay. | Jeremy Bahn | - | Mar 18, 2026 | |
Letsss Play In-game content textart | AI was used for translation and image generation. | Alexander Zmeev | - | Mar 18, 2026 | |
My Grimm Fate In-game content audioart | The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work.
The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools. | Lola´s Fatal Library | - | Mar 18, 2026 | |
Lola Maria In-game content art | Some 3D models were created with generative AI tools and then added into the game. | Kallim Studio | 14 | Mar 18, 2026 | |
The Fifth Bell Store/marketing art | The minimum number of poster elements that do not affect the gameplay were generated using AI. | Loop Nexus Games | - | Mar 18, 2026 | |
The Butcher's Village™ Store/marketing art | The capsule artwork includes one AI-generated element that was refined by hand. No AI is used in the game itself. | Murtaza Error | 12 | Mar 18, 2026 | |
Channel 51 In-game content audio | This game currently uses AI-generated voices as a temporary solution for character dialogue.
All writing, story, design, and sound direction are entirely human-made.
Final human voice acting will replace these AI voices in future updates before the full release. | Made By Gigi | - | Mar 18, 2026 | |
Mourningwood Lodge2:Hidden Voice In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 132 | Mar 18, 2026 | |
Sancta In-game content artaudio | Some visual assets (icons, artwork) and parts of the music were created using artificial intelligence. | Jan Lebeda | - | Mar 18, 2026 | |
Whisper Protocol Store/marketing art | Some AI generated Images | BAXON GAMES | - | Mar 18, 2026 | |
You’ve Got a Package In-game content artaudio | This game uses artificial intelligence to create some images and sounds. It is also used to create unique music. | REVVALUTION Studio | 154 | Mar 18, 2026 | |
Sabbatical In Merzouga In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
Don't answer In-game content audioart | As an independent developer, I use generative AI in a limited capacity solely for producing certain human-like voice clips and displaying animated visuals within the game. AI is not used to create game text, characters, core content, or dynamic programming during gameplay. All other game assets are created manually by me and fully comply with copyright and safety requirements. | Alamri | - | Mar 18, 2026 | |
Secret Of The Boarding House In-game content artaudio | Generating individual objects
Generating soundtracks and sounds | noctivalegames | - | Mar 18, 2026 | |
What a Wonderful Venom World Dev only artcode | This game was developed with the extensive use of generative AI 'Gemini' for many processes, including coding and image generation. While AI helped improve development efficiency, all final adjustments and quality control were done manually to ensure a polished experience for players. | radiuthree | - | Mar 18, 2026 | |
Battle Of The Abyss In-game content art | Some monster and character images are generated by AI | 1029studio | 34 | Mar 18, 2026 | |
OUTBREAK Store/marketing art | Generative AI was used to create certain static visual assets, including the “OUTBREAK” text-based logo, the Steam profile background image, and the static background image displayed in the main menu.
No AI-generated content is used during gameplay. | Kara | - | Mar 18, 2026 | |
In Silent Walls : Sujet 13 In-game content art | Some textures and images used in the game were created with the assistance of AI tools and then modified. All content is static and does not involve AI generation during gameplay | Hollow Signal Games | 10 | Mar 18, 2026 | |
DON'T LOOK AT GRANDMA In-game content codeart | Cursor assistance for programming, some textures generated with ML | Danger Sauce LLC | 55 | Mar 18, 2026 | |
What Was Home Store/marketing textart | Some text in the game and its marketing was polished with AI assistance for correct grammar, and certain marketing images were refined using image-editing tools with AI capabilities (e.g. remove tool). | Fogfjell | - | Mar 18, 2026 | |
Without Salvation In-game content audioart | In this project, AI was used only to create the voice-over and visual assets. All output was human-edited and commercial use licenses were verified. | Dark Matter | - | Mar 18, 2026 | |
Grave Whisperers Store/marketing art | We used AI tools to design store visuals | Digivega Studios | - | Mar 18, 2026 | |
Pushkin vs Vampires In-game content audiotext | AI was used to create some of the trailer's animated scenes, translations and the game's music. | Tony Lo | - | Mar 18, 2026 | |
詭寓 In-game content art | This game utilized AI tools during its development to assist in creating some of the photos and images featured in the game. | 25 Monkey Games | - | Mar 18, 2026 | |
Cyber Horror: Project S.Y.L.A. Store/marketing art | Some photos were created using artificial intelligence. | NEBULA NOVA GAMES | - | Mar 18, 2026 | |
Radio Decay In-game content text | AI was used for Steam store page translation to improve accessibility. | Rare Parrot Games | - | Mar 18, 2026 | |
5 Girls, 1 Honey - Prologue In-game content art | The majority of 5 Girls, 1 Honey was created manually, including:
all 3D characters and outfits
character animations
story and dialogue
core gameplay systems
However, a few visual elements were originally generated with the help of AI and then manually enhanced by our team. These include:
* the cinematic for the intros
* background visuals on the map and date scenes
* some decorative UI elements and static screens
We hope these AI-supported parts enrich the overall experience. | Sexy Hentai Games Factory | - | Mar 18, 2026 | |
Let's Pray Live AI arttext | Generated images for some paintings and photographs using AI.
The AI processes the phrases you speak into the microphone to determine whether they are an appeal to God. | Beshbarmak games | - | Mar 18, 2026 | |
Tindahan In-game content artcode | I used AI to some graphics in my game, and I use a little bit of AI to help me code complex calculations. But 90% of it is made by me 😊 | Yikon | - | Mar 18, 2026 | |
GrimmVeil In-game content art | Some of the character designs and 3D models in this game were created using generative AI tools. Animations, environments, and gameplay systems were designed and implemented manually. | Roni Studio | - | Mar 18, 2026 | |
Street 42 In-game content art | Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used. | PetersWorks | - | Mar 18, 2026 | |
Mourningwood Lodge In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 147 | Mar 18, 2026 | |
Bruja In-game content artaudiotext | Images, Back ground music, Voiceover, Cutscenes | Creepy Club Studios | - | Mar 18, 2026 | |
Insomnia: Chapter One Store/marketing art | Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game. | Melon Polygons | 122 | Mar 18, 2026 | |
Trial of Ariah Unclear | Some assets were developed working with large language models. | 30 Minute Games | 12 | Mar 18, 2026 | |
Vein-Weaver Knitting In-game content artaudiotext | Art is AI made.
Everything is voice acted but
What is said is partly made by AI
As far as what the voice actor is saying.
Some Dialogue and main idea of the story is
developer made. | Chris Allen | - | Mar 18, 2026 | |
Bastionfall In-game content art | During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay. | STLND Interactive | - | Mar 18, 2026 | |
Laundromat In-game content artaudio | This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay. | Rafael Matias | - | Mar 18, 2026 | |
Haunted: Village In-game content codeart | As an independent developer, I generated code, 3D models, and textures using AI-based programs. | Panderma Games | - | Mar 18, 2026 | |
Why Did You Leave Me Like This? In-game content art | AI was used in the creation of Natalie's model. | LeahGames | - | Mar 18, 2026 |