Store page capsule images and some in-game sound effects were generated using AI
- Creator
- akameC
- Reviews
- -
- Added
- Sep 30, 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.
Store page capsule images and some in-game sound effects were generated using AI
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Void Squadron features artwork developed with generative AI.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
The in game content is generated by ai.
The direction of this game has been altered by artificial intelligence
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
This game uses AI to assist in generating code and 3D models.
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets.
ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
Parts of Frag Party's artwork and translated text were produced with generative AI tools. Artwork: the promotional key art that the store capsules are composed from, and a small number of static wallpaper images used as backdrops behind a few of the challenges. Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and Simplified Chinese). English is the original and was written by hand. Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments, animation, interface layout and audio. Nothing is generated while you play, and the game does not connect to any AI service.
AI was used in the production of code, art, and marketing materials for this game
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
character design
AI was used to make some scripts and some voice lines
We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style.
Some AI assistance with art assets, which are edited later.
AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay.
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
Art Resource
Generative AI was used to create some pre-generated artwork, audio, and text included in the game and its promotional materials. The game does not generate AI content during gameplay.
Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored.
Generative AI tools were used during development to assist with creative work and the production of Steam store page assets.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds).
I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages.
Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer.
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
Library Capsule Library Header Library Hero Library Logo Store Capsule Store Header can contain AI generated images.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited.
We use generative AI for coding and translation.
AI was used generate and polish store page graphic assets
Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people.
Translation was supported by AI tools.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation. ※It is not used to generate images from scratch or to create 3D models.
Generative ai was used to do change some angles to orthographic perspective and all of the sprites are vectorized, and some sfx was generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Thrust: the Hunt In-game content artaudiotext | Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay. | ZIG GAMES | - | Sep 30, 2026 | |
Zombie Last Stand In-game content textcode | Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay. | under's studious | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Iron Maw general | The in game content is generated by ai. | KRUMB Games | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
准点下班 In-game content codeart | This game uses AI to assist in generating code and 3D models. | 3AGame | - | Sep 30, 2026 | |
Frog Kick In-game content arttext | Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI. | Guchawacha | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Helbreath Mystic Tavern Classic In-game content art | We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets. | Mystic Tavern | - | Sep 30, 2026 | |
ARIA Live AI textaudioart | ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping. | Dreamtime Game Studios | - | Sep 30, 2026 | |
Peso Pena In-game content arttext | Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release. | Dotsmith | - | Sep 30, 2026 | |
Belgo Odyssey In-game content artcode | Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant | Monobloc Team | - | Sep 30, 2026 | |
Murciavania In-game content artaudiotextcode | Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played. | Manuel Manzano | - | Sep 30, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
Cosmic Dominion In-game content art | Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated. | DMarshallGaming | - | Sep 30, 2026 | |
Frag Party In-game content arttext | Parts of Frag Party's artwork and translated text were produced with generative AI tools.
Artwork: the promotional key art that the store capsules are composed from, and a small number of
static wallpaper images used as backdrops behind a few of the challenges.
Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and
Simplified Chinese). English is the original and was written by hand.
Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments,
animation, interface layout and audio. Nothing is generated while you play, and the game does not
connect to any AI service. | Mena Games | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
TIP or RIP In-game content artaudiotext | We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style. | Tiny Pause | - | Sep 30, 2026 | |
Fusion Cuisine Survivor In-game content art | Some AI assistance with art assets, which are edited later. | We Will Survive | - | Sep 30, 2026 | |
Plander In-game content art | AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay. | https://shortstorygames.eu | - | Sep 30, 2026 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 | |
Little Bear`s Honey Shop general | Art Resource | Blueberry Studio | - | Sep 30, 2026 | |
수복 In-game content artaudiotext | Generative AI was used to create some pre-generated artwork, audio, and text included in the game and its promotional materials. The game does not generate AI content during gameplay. | 시월스튜디오 | - | Sep 30, 2026 | |
PAIMT ARENA In-game content art | Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored. | noclue | - | Sep 30, 2026 | |
畸界:雾城 Store/marketing arttext | Generative AI tools were used during development to assist with creative work and the production of Steam store page assets. | 鹏砚 | - | Sep 30, 2026 | |
Last Acre In-game content artcode | Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc. | Aftermath Development | - | Sep 30, 2026 | |
NINJA DREAD In-game content audioart | Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds). | NINJA DREAD Dev | - | Sep 30, 2026 | |
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Happy Chain Friends In-game content artaudiotext | This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages. | TheGameIsDifficult Studio | - | Sep 30, 2026 | |
Nut Runner In-game content artaudio | Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer. | Boltwork Studios | - | Sep 30, 2026 | |
Kark and the Totem Path In-game content artaudio | Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service. | Moreman Games | - | Sep 30, 2026 | |
Tarnish Online Store/marketing art | Library Capsule
Library Header
Library Hero
Library Logo
Store Capsule
Store Header can contain AI generated images. | Temel KIRCI | - | Sep 30, 2026 | |
Trapoint In-game content artaudiotext | Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work. | Taruby | - | Sep 30, 2026 | |
Rift Ward In-game content artaudio | The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited. | Shamak | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 2026 | |
Mindcell Store/marketing art | AI was used generate and polish store page graphic assets | VenomizedArt | - | Sep 30, 2026 | |
Brinewrack In-game content arttext | Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people. | Ninebark | - | Sep 30, 2026 | |
Ember Gold Valkyrie In-game content text | Translation was supported by AI tools. | cretia studio | - | Sep 30, 2026 | |
花札ノ巫孤 / Blooming Solitude: Priestess of Hanafuda In-game content arttext | Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models. | KNPARTICLE | - | Sep 30, 2026 | |
COUNTRYBALL In-game content artaudio | Generative ai was used to do change some angles to orthographic perspective and all of the sprites are vectorized, and some sfx was generated. | Octave Louis | - | Sep 30, 2026 |