AI assisted for Portraits.
- Creator
- Xxen
- Reviews
- -
- Added
- Sep 25, 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.
AI assisted for Portraits.
Utilize AI for localized translation and pre-rendering
AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches.
The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
Sunday Pilot contains no AI-generated art, music, voice or in-game text. Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored. The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated. The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer. The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Vibe coding
The relevant images have been stylized and optimized using AI.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
Some textures and 3D models
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
The announcement artwork was created with the help of generative AI. I also use AI coding agents for debugging and development assistance. A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
AI was used only for localization from English to other languages.
AI-generated artifacts
Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time.
Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools. I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows: I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements. For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks. Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game. I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction. I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game. No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
Some textures and sound effects were created or edited using generative AI tools.
The content and features of this game were created with the help of AI.
all the pictures are generated by artificial intelligence.
AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together.
Soundtrack and Sound Effects
AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game.
AI tools were used to assist in creating some visual assets and sound effects for this game.
Generative AI was used to create background images and character artwork in the game. It was also used as a writing aid for proofreading and editing the narrative. AI-assisted content was reviewed and selected by the developer.
The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans: Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led. 3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us. Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game. Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
Artwork, video and voice performances in this game were created with generative-AI tools and selected and edited by the author; the writing was drafted with AI assistance and reviewed by the author. Nothing is generated while you play.
Generative AI tools were used in the development of game assets and content.
AI was used for: developing content concepts, such as structures, locations, and some smaller details; creating parts of the environment, such as the day/night cycle and clouds; generating animals.
All code, images, sounds, songs, and writing were AI generated.
Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools assisted in producing content for the game and its store materials, including some images, music and character voices. Starlit Hall Studio designs, selects, revises, integrates and reviews the final content. All content is prepared before release; the game does not generate content or connect to generative AI services during play.
The game used generative AI for coding, and the machine translation of the game into languages other than English.
AI tools were used in a limited way to help generate parts of some in-game images.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to create pre-generated artwork and visual assets used in the game and its Steam store materials. All AI-generated assets included in the final game were reviewed and selected by the developer before use. No generative AI content is created during gameplay, and the game does not connect to any external AI services.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
Generative AI was used to assist with the creation of some visual assets and images included in the game.
This game uses generative AI in the creation of the following content: - Parts of the ending animations and still illustrations - Parts of the scenario text - UI artwork - Store page assets such as the logo and key visual - Store page text in languages other than Japanese All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
Game uses AI generated Code, Art and Sound.
AI used for productivity assistance and maintenance of the code base.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Generative AI was used in the making of visual and coded assets.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Ive used AI for my Store Page and my title screen, added some of my own flare to it. I used AI for my portraits in game for my shop keepers Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
Bonsai Life In-game content art | AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches. | Alexander Johnston | - | Sep 25, 2026 | |
BETWEEN ROOMS In-game content audio | The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects. | Viis | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 | |
Sunday Fighter Pilot Dev only textcode | Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline. | nitzan.games LLC | - | Sep 25, 2026 | |
Beneath Eden Unclear | Vibe coding | VoodooDog | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 | |
UNIT 44 Dev only code | AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content. | Tyler Selwyn | - | Sep 25, 2026 | |
Anubis: Wrath of the Underworld Unclear art | Some textures and 3D models | Pavel Nikolov | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
Joey's Slimeventure In-game content artcode | The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release. | Joshua Pond | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
Bid Master Simulator Unclear | AI-generated artifacts | BMaster | - | Sep 24, 2026 | |
Starward Era In-game content arttext | Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game. | QianMo Studio | - | Sep 24, 2026 | |
JIGOKU YUGI: Only The Last Gambler Standing Returns to Life In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 24, 2026 | |
Barbe-Yeux In-game content arttext | Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time. | Marian MANGIN | - | Sep 24, 2026 | |
Demonator In-game content art | Steam store page logo and cover art made with ai tools.
Game menu icon made with ai tool | Marcello Studios | - | Sep 24, 2026 | |
DIGGING NERA In-game content artaudiotext | I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing. | PC FORGE EXPERIENCE | - | Sep 24, 2026 | |
THE MOUTHLESS STALKER In-game content artaudio | Some textures and sound effects were created or edited using generative AI tools. | LP7studios | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
Visual Novel: Calendar Without Tomorrow In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 24, 2026 | |
Final Targets In-game content artcode | AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together. | AtticusDev | - | Sep 24, 2026 | |
Avocado Survivor Unclear audio | Soundtrack and Sound Effects | Team Avo | - | Sep 24, 2026 | |
Clean Record Dev only code | AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game. | Spichka Games | - | Sep 24, 2026 | |
The Hero's Last Stand In-game content artaudio | AI tools were used to assist in creating some visual assets and sound effects for this game. | WolfSword Studio | - | Sep 24, 2026 | |
アルテミスの誤算 In-game content arttext | Generative AI was used to create background images and character artwork in the game. It was also used as a writing aid for proofreading and editing the narrative. AI-assisted content was reviewed and selected by the developer. | 未明観測所 | - | Sep 24, 2026 | |
AVELUNE In-game content artaudio | The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay. | Skyho | - | Sep 24, 2026 | |
Eclipsis Online In-game content artaudiocode | We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made. | Eclipsis | - | Sep 24, 2026 | |
Doc Tommy: The Vig In-game content artaudiotext | Artwork, video and voice performances in this game were created with generative-AI tools and selected and edited by the author; the writing was drafted with AI assistance and reviewed by the author. Nothing is generated while you play. | Echelon Create LLC | - | Sep 24, 2026 | |
Rogue Tithe In-game content arttextaudio | Generative AI tools were used in the development of game assets and content. | David Gamble | - | Sep 24, 2026 | |
KYOTIKYO In-game content art | AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals. | playfuldreamer | - | Sep 24, 2026 | |
The Way: The Beloved's Testimony In-game content artaudiotextcode | All code, images, sounds, songs, and writing were AI generated. | El Camino Games | - | Sep 24, 2026 | |
侠之小者 In-game content artaudio | Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer. | Weiming Studio | - | Sep 24, 2026 | |
Ogro Buchón: Barrio Multiversal In-game content art | Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay. | John Michel Rivera de Leon | - | Sep 24, 2026 | |
Happy Sunny Doll In-game content artaudio | Generative AI tools assisted in producing content for the game and its store materials, including some images, music and character voices. Starlit Hall Studio designs, selects, revises, integrates and reviews the final content. All content is prepared before release; the game does not generate content or connect to generative AI services during play. | Starlit Hall Studio | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 | |
Steal Everything In-game content art | AI tools were used in a limited way to help generate parts of some in-game images. | Thief Crow Games | - | Sep 24, 2026 | |
The Wokest In-game content artaudio | Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials. | Ichipinisu Studio | - | Sep 24, 2026 | |
Cleanup Unit In-game content art | Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services. | 2ooT Games | - | Sep 24, 2026 | |
Hearth & Harvest In-game content text | Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers. | AD1 Studios | - | Sep 24, 2026 | |
BACKROOMS: REALITY FAILURE In-game content art | Generative AI was used to assist with the creation of some visual assets and images included in the game. | GBS | - | Sep 24, 2026 | |
PROTOCOL: NOAH In-game content arttext | This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running. | SINEN STUDIO Inc. | - | Sep 24, 2026 | |
Sharma Ji's Shop In-game content artaudiocode | Game uses AI generated Code, Art and Sound. | Renvake | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Project 17 Store/marketing art | Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay. | Silent Hell | - | Sep 24, 2026 | |
Echoes of Eternity 2 In-game content artcode | Generative AI was used in the making of visual and coded assets. | DurableChain | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
Thrive Z In-game content art | Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit | CASH | - | Sep 24, 2026 |