The artistic and musical resources within the game are generated by artificial intelligence.
- Creator
- Musixel Studio
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,727 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 artistic and musical resources within the game are generated by artificial intelligence.
Some artwork and marketing materials for this game were created with the assistance of generative AI tools.
During the development of Vatan, generative AI tools were used exclusively during the visualization phase to create certain in-game artwork and store assets (such as store capsules). AI was not used in any other aspect of the game, such as coding, story writing, or audio design. We highly value player choice. For players who prefer not to see AI-generated content, we have included a dedicated toggle in the settings menu. By selecting the 'Disable AI' option, players can easily turn off all AI-generated visuals in the game.
"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."
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game. No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight.
Generative AI was used to create some of the marketing elements for the Steam page.
During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic. Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools. Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards.
The translations of some language versions are generated by AI.
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone.
This game uses live-generated AI to create text-based dialogue and narrative responses during gameplay. Players can type messages to interact with AI-driven characters and story events, and the AI may generate contextual responses based on the player’s input and current game state. AI-generated content in this game is limited to in-game text and narrative interaction.
Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
This game uses AI to create program code and artwork.
AI tools were used to assist with translating the game into multiple languages.
Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements.
All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology.
bgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
This game includes elements using Generative AI in some pre-produced content such as intro videos. These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay.
Some of the abnormal phenomena in this game include AI-generated content.
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
This game used generative AI tools during development to assist with some pre-generated content, including portions of visual assets and some code/text assistance. All AI-assisted output was reviewed, modified, and curated by the developer before being included in the game. This game does not use live-generated AI during gameplay.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
Some assets and programs were generated using generative AI.
AI tools have been used to enhance and tweak game assets, as well as for certain audio elements.
This game may use AI-assisted tools during development for visual or creative support. No real-time AI-generated content is used during gameplay.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Game assets, including music, images, and code, are generated by AI.
Some visual assets in this game were created using generative AI. All assets were reviewed and refined by the developer.
Some of the game's art assets were created with the assistance of generative AI tools.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios. Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work. We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI.
Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding
Generative AI tools were used during development to assist with writing and debugging parts of the game code. Some visual or text assets may have been created or edited with the assistance of generative AI. The game does not use live generative AI during gameplay.
All graphical assets are AI-generated.
Generative AI was used to assist in coding.
World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough. Generative AI is used in the following place(s): • Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn. In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PopVibe In-game content artaudio | The artistic and musical resources within the game are generated by artificial intelligence. | Musixel Studio | - | May 23, 2026 | |
Dungeon Buddy In-game content art | Some artwork and marketing materials for this game were created with the assistance of generative AI tools. | KIM SANG WOOK | - | May 23, 2026 | |
Vatan In-game content art | During the development of Vatan, generative AI tools were used exclusively during the visualization phase to create certain in-game artwork and store assets (such as store capsules). AI was not used in any other aspect of the game, such as coding, story writing, or audio design.
We highly value player choice. For players who prefer not to see AI-generated content, we have included a dedicated toggle in the settings menu. By selecting the 'Disable AI' option, players can easily turn off all AI-generated visuals in the game. | Vortexon 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 | |
HZ Industry In-game content artaudio | In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play. | Sade_112 | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
挂机放置修仙录 In-game content arttext | AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay. | Purple Mansion Games | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
Runeveil: Idle PvP In-game content art | Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game.
No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand. | IMPACT GAMES | - | May 23, 2026 | |
Travelling Home: Ever After In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | Pulucat | - | May 23, 2026 | |
Keeb Quest: Typing Battles In-game content arttext | Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight. | J.Man Games | - | May 23, 2026 | |
Shape Showdown Store/marketing art | Generative AI was used to create some of the marketing elements for the Steam page. | ZellyDev | - | May 23, 2026 | |
Farm Harbeest In-game content artaudiocode | During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material. | ShanSi | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
FinalDefense In-game content artcode | Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic.
Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools.
Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards. | Mr.MengD | - | May 23, 2026 | |
扑克魔王 In-game content text | The translations of some language versions are generated by AI. | TangentTin | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Chrono Mailbox In-game content artaudio | As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone. | ChronoMailbox | - | May 23, 2026 | |
Everburning Dark Live AI text | This game uses live-generated AI to create text-based dialogue and narrative responses during gameplay. Players can type messages to interact with AI-driven characters and story events, and the AI may generate contextual responses based on the player’s input and current game state. AI-generated content in this game is limited to in-game text and narrative interaction. | Immortal Isle Studio | - | May 23, 2026 | |
explodes Store/marketing art | Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay. | explodes dev | - | May 23, 2026 | |
時の塔 In-game content artcode | This game uses AI to create program code and artwork. | Toru Nakano | - | May 23, 2026 | |
Keep On Hashing!: Idle Mining Sim In-game content text | AI tools were used to assist with translating the game into multiple languages. | Velron Games | - | May 23, 2026 | |
Polity Painter In-game content artcode | Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material. | Lux Historia | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 | |
The Fifth Bell: Frequency of Secrets In-game content artaudio | Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements. | Serhat Arslan | - | May 23, 2026 | |
The Element Ninjas In-game content artaudio | All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology. | Izor Soft | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
Rats Survivors In-game content art | We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay. | Forge Games | - | May 23, 2026 | |
Pion's Theorem Store/marketing art | This game includes elements using Generative AI in some pre-produced content such as intro videos.
These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay. | KahluaSoft | - | May 23, 2026 | |
Japan Stigmatized Property3 -日本事故物件監視協会- In-game content | Some of the abnormal phenomena in this game include AI-generated content. | 日本事故物件監視協会 | 85 | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
HexTrial A C.O.R.E. Cognitive Test In-game content arttextcode | This game used generative AI tools during development to assist with some pre-generated content, including portions of visual assets and some code/text assistance. All AI-assisted output was reviewed, modified, and curated by the developer before being included in the game. This game does not use live-generated AI during gameplay. | Bandit Labs | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Music Manager In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | May 23, 2026 | |
CADDIE In-game content audio | CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course. | Dead Level | - | May 23, 2026 | |
No Guess Minesweeper Unclear | Some assets and programs were generated using generative AI. | SJN GAMES | 11 | May 23, 2026 | |
The Hidden Evils Club In-game content artaudio | AI tools have been used to enhance and tweak game assets, as well as for certain audio elements. | Loreland Studio | - | May 23, 2026 | |
Slime's Blacksmith Dev only art | This game may use AI-assisted tools during development for visual or creative support. No real-time AI-generated content is used during gameplay. | The Drunken Slime Tavern | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
Card Pack Dungeon In-game content art | Some visual assets in this game were created using generative AI.
All assets were reviewed and refined by the developer. | MOTOKUN GAMES | - | May 23, 2026 | |
BULLET GIRL:ZOMBIE DEFENSE In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
Aetheris Core In-game content artaudiocode | Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows. | Kavik Studios | - | May 23, 2026 | |
Hackflesh In-game content art | Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI. | NecoPlanet | - | May 23, 2026 | |
Shapemonger In-game content artaudiocode | Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding | Topito Games | - | May 23, 2026 | |
Magic Knights In-game content arttextcode | Generative AI tools were used during development to assist with writing and debugging parts of the game code. Some visual or text assets may have been created or edited with the assistance of generative AI. The game does not use live generative AI during gameplay. | 纯AI Studio | - | May 23, 2026 | |
Dragonwake In-game content art | All graphical assets are AI-generated. | Mr Crops | - | May 23, 2026 | |
Boid Predator Dev only code | Generative AI was used to assist in coding. | QuadNode | - | May 23, 2026 | |
National Transit In-game content arttext | World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough.
Generative AI is used in the following place(s):
• Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn.
In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation. | NationQ Studio | 36 | May 23, 2026 |