All content, except for gameplay and text, is created using AI.
- Creator
- LIU JIEYI
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,877 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.
All content, except for gameplay and text, is created using AI.
This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay.
Generative AI was used to generate images for the store/logos.
AI generated image
AI-generated images
All writing and artwork are created by human creators. AI assistance is used only for code and localization translation.
AI assistance was used in creating some 2D & 3D assets, plus portions of text.
As a small-scale indie game project, this title is developed under limited funding and team resources, and currently has no dedicated art staff. Therefore, generative AI has been used in parts of the content creation process to reduce basic production costs and help move development forward. All such content has been manually reviewed and adjusted.
Some assets in this game, including illustrations, were generated using AI technology.
Partial card art, UI interface art and promotional image assets of this game were created with the assistance of AI tools. All AI-generated content has been manually reviewed, refined, and recreated by the development team, with the final presentation centered on human creation and without any copyright issues.
Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools.
AI used for a couple icons and the music.
In snakeyboss, the overall code for player movement and control was written using generative AI. The game icon was also created by generative AI.
The game uses AI-assisted translation to localize in-game text into multiple languages. All other content is created by human developers using licensed assets.
Used only to assist with localization and translation. Most outputs were reviewed and edited by humans before release.
Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process.
Some promotional images and video materials for this game were created with the assistance of generative AI. All content has been reviewed and modified by human editors.
Ingame backgrounds were generated by AI.
all the pictures are generated by artificial intelligence.
This game uses generative AI in the creation of some visual assets. All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI.
The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations.
This game was built with the assistance of AI tools. Visual assets including character models, ability icons, and promotional art were generated using AI image generation. Game code, systems design, and implementation were developed with AI coding assistance. All gameplay mechanics, class balance, and game design decisions were directed by the developer.
Using AI for music generation, using AI for localization, and using AIGC as a reference in the creation of artistic works.
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.
The game map and models are created by AI technology and manual modifications
AI was used to aid in translations into 11 Languages. This game was coded by a human. All gameplay, design, and creative direction are fully handcrafted by myself.
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.
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.
AI tools were used for localization (translation and text adjustments) in this game.
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.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
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.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game: 1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials. 2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game. All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
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 voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release.
The translations of some language versions are generated by AI.
Used AI to assist in creating a small amount of art material
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.
Some audio, Some Code
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 generative AI tools as part of the creative process. Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
To-Doodle In-game content artaudio | All content, except for gameplay and text, is created using AI. | LIU JIEYI | - | May 23, 2026 | |
闲鱼修仙录 In-game content artaudio | This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay. | XiaoyaoStudio | - | May 23, 2026 | |
Puzzle ATLAS Store/marketing art | Generative AI was used to generate images for the store/logos. | Watercolor Games | - | May 23, 2026 | |
Charm And Clue 2 Collector's Edition Unclear art | AI generated image | 8floor ltd | - | May 23, 2026 | |
Argonauts Agency: Reflections from the Moon Collector's Edition Unclear art | AI-generated images | 8floor ltd | - | May 23, 2026 | |
KORA In-game content codetext | All writing and artwork are created by human creators. AI assistance is used only for code and localization translation. | 月之小 | - | May 23, 2026 | |
Cozy Coasters In-game content arttext | AI assistance was used in creating some 2D & 3D assets, plus portions of text. | Mercior Games | - | May 23, 2026 | |
放置斩魔录 Unclear art | As a small-scale indie game project, this title is developed under limited funding and team resources, and currently has no dedicated art staff. Therefore, generative AI has been used in parts of the content creation process to reduce basic production costs and help move development forward. All such content has been manually reviewed and adjusted. | 懒人游戏 | - | May 23, 2026 | |
ALBERO In-game content art | Some assets in this game, including illustrations, were generated using AI technology. | Stray Cat | - | May 23, 2026 | |
Cards of Sparkle Store/marketing art | Partial card art, UI interface art and promotional image assets of this game were created with the assistance of AI tools. All AI-generated content has been manually reviewed, refined, and recreated by the development team, with the final presentation centered on human creation and without any copyright issues. | 新的终极猎手 | - | May 23, 2026 | |
Livin' the Cream: Ice Cream Simulator In-game content arttext | Some promotional images, visual assets, and translations on the Steam store page were generated or enhanced using AI tools. | Clover Rock Games | - | May 23, 2026 | |
Monster Masher In-game content artaudio | AI used for a couple icons and the music. | TekWiz | - | May 23, 2026 | |
SnakeyBoss In-game content codeart | In snakeyboss, the overall code for player movement and control was written using generative AI. The game icon was also created by generative AI. | ROH YEON HO | - | May 23, 2026 | |
Lofi Cozy Room In-game content text | The game uses AI-assisted translation to localize in-game text into multiple languages. All other content is created by human developers using licensed assets. | Bloomery | - | May 23, 2026 | |
ScreenSaver Idle In-game content text | Used only to assist with localization and translation.
Most outputs were reviewed and edited by humans before release. | mana | - | May 23, 2026 | |
SAI-1 In-game content text | Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process. | SH Studio | - | May 23, 2026 | |
Immortal Sect Defend Store/marketing art | Some promotional images and video materials for this game were created with the assistance of generative AI. All content has been reviewed and modified by human editors. | Immortal | - | May 23, 2026 | |
Clover Town Cozy Solitaire In-game content art | Ingame backgrounds were generated by AI. | magnussoft | - | May 23, 2026 | |
Defective Detectives 2 In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | 12 | May 23, 2026 | |
Okinawa Soba Simulator In-game content art | This game uses generative AI in the creation of some visual assets.
All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI. | gamoo6496 | - | May 23, 2026 | |
Forever Epic Story: A Journey of Life (Reimagined) In-game content artaudio | The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations. | Forever Epic Story | - | May 23, 2026 | |
Ebon Crucible In-game content artcode | This game was built with the assistance of AI tools. Visual assets including character models, ability icons, and promotional art were generated using AI image generation. Game code, systems design, and implementation were developed with AI coding assistance. All gameplay mechanics, class balance, and game design decisions were directed by the developer. | Andrew Metcalf | - | May 23, 2026 | |
小真心AI-2055 In-game content audiotextart | Using AI for music generation, using AI for localization, and using AIGC as a reference in the creation of artistic works. | AngeBi | - | May 23, 2026 | |
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 | |
落仙泱 In-game content art | The game map and models are created by AI technology and manual modifications | 自助星球 | - | May 23, 2026 | |
Kitty Krush In-game content text | AI was used to aid in translations into 11 Languages. This game was coded by a human.
All gameplay, design, and creative direction are fully handcrafted by myself. | The Slanted Room | - | 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 | |
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 | |
クリッカータクティクス:記憶の断章 In-game content text | AI tools were used for localization (translation and text adjustments) in this game. | R.N.Studio | - | 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 | |
MANSION Live AI text | MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal. | Space Helmet Studios | - | 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 | |
Haunt & Hide In-game content artaudio | Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer. | devOMAR | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales In-game content textart | During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | 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 | |
Celestial Routes In-game content audioarttext | The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools. | Unpredictable Games | - | May 23, 2026 | |
Snowplow Therapy In-game content artaudio | Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release. | Lunibuli | - | 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 | |
无尽迷宫 Store/marketing art | Used AI to assist in creating a small amount of art material | 一云之空 | - | 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 | |
Stellar Golf In-game content audiocode | Some audio, Some Code | Fort Chuck Entertainment | - | 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 | |
NRDominó In-game content artaudio | This game uses generative AI tools as part of the creative process.
Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality. | Vinicius C G Pontes | - | 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 |