Images, and some sounds are generated via ai.
- Creator
- Coppolo Studios
- Reviews
- -
- Added
- Sep 12, 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.
Images, and some sounds are generated via ai.
AI image generation tools were used to create store page artwork (capsule images, banners).
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
Some voice lines, sound effects, and music in the game and its trailer were created with generative AI tools (ElevenLabs, Suno), then reviewed, edited, and finalized by the developer. No content is generated by AI during gameplay.
WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork. The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live. Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind.
all the pictures are generated by artificial intelligence.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot. Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored. 일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
Assets are created using AI
Art and graphical assets were handcrafted for 2017 mobile version of Yakko Tako and AI was used to upscale and improve the quality of the assets.
I used generative AI to create the logo and a few promotional assets for the game.
AI was used for trailer and capsules, not in game
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
This game contains pre-rendered AI-generated content: some sound effects and store page artwork were created with generative AI tools, then reviewed and edited by the developer. No content is generated by AI in real time during gameplay.
Generative AI was used only to assist in the creation of marketing materials for the game. No in-game content was generated using AI.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials. Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
AI was used exclusively in the creation of select graphical assets and cutscene videos.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Code and Music
The game supports multiple interface languages, and some visual assets were generated using AI.
Since I'm working on the game by oneself, I use AI for some 3D models and some instruments (synthesizers, pads) in the music tracks.
Some 2D art assets (enemy sprites, floor tiles, icons) were created with the assistance of generative AI tools and reviewed/edited by the developer.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
AI Breakdown Source code: 100% Graphics: 60% Sound: 50% Effects: 100%
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
This game uses AI to assist in code generation
I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience.
Generative AI was used solely to assist with localization and translation of developer-written text. No visual assets, models, textures, animations, music, sound effects, voice acting, or gameplay content were generated with AI.
Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay.
AI has been used to help develop the game's cover art.
Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven. Also used AI for localization. (Added different languages besides English)
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.
Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Used to create concept imagery
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play. The tools used, and what each produced: Google Gemini - concept art and texture reference ACE-Step - original music tracks MiniMax-Music3 - original music tiles IndexTTS - cast voice-over MiniMax H3 (via ComfyUI) - tutorial and transmission video clips All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen. Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
Generative AI tools assisted with portions of the game’s code and written material, and with the creation of pre-generated promotional key art and derivative marketing graphics. All final content was selected, edited, tested, and reviewed by the developer. Gameplay screenshots and trailers show the actual game.
Some in-game card illustrations were created with the assistance of generative AI during development. No content is generated by AI during gameplay, and the game does not connect to any external AI services while playing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
UFO Survival In-game content artaudio | Images, and some sounds are generated via ai. | Coppolo Studios | - | Sep 12, 2026 | |
Oreia Store/marketing art | AI image generation tools were used to create store page artwork (capsule images, banners). | CRT Glow Studios | - | Sep 12, 2026 | |
Neon Endstate In-game content arttext | Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references. | Kasperzack Games | - | Sep 12, 2026 | |
Rifted Earth In-game content art | Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators. | Rollmint Studio | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Project Nebula In-game content art | Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere. | MK_Games | - | Sep 12, 2026 | |
Tug-O-War Wrestling Live AI | Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created. | Immersive Softworks | - | Sep 12, 2026 | |
RISE99 In-game content art | Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team. | Springplay Studio | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Don't tread on cat In-game content audio | Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay. | Aleksandr Mihhailovski | - | Sep 11, 2026 | |
Wickling In-game content arttextcode | WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork.
The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live.
Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind. | Grey Line Interactive LLC | - | Sep 10, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Keepers of the Farkle In-game content arttext | "In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita." | Keepers of the Light LLC | - | Sep 10, 2026 | |
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
Haze There In-game content arttext | Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI. | Clayton Games | - | Sep 10, 2026 | |
Soul Monsters: Gael's Survival In-game content arttext | Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다. | Industrial Miracle | - | Sep 10, 2026 | |
Cowboys vs Orcs Unclear | Assets are created using AI | No Cap | - | Sep 10, 2026 | |
Yakko Tako Royale In-game content art | Art and graphical assets were handcrafted for 2017 mobile version of Yakko Tako and AI was used to upscale and improve the quality of the assets. | moimart | - | Sep 10, 2026 | |
O.G.T Store/marketing art | I used generative AI to create the logo and a few promotional assets for the game. | Alex Falx | - | Sep 10, 2026 | |
NodeFeat Store/marketing art | AI was used for trailer and capsules, not in game | VOXELMANA | - | Sep 10, 2026 | |
Starflare Dominion Live AI artaudiotext | Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed. | Whimstead LLC | - | Sep 10, 2026 | |
Realm of Five Spirits In-game content audioart | This game contains pre-rendered AI-generated content: some sound effects and store page artwork were created with generative AI tools, then reviewed and edited by the developer. No content is generated by AI in real time during gameplay. | QX START | - | Sep 10, 2026 | |
Heirs of the Fountains Store/marketing arttext | Generative AI was used only to assist in the creation of marketing materials for the game. No in-game content was generated using AI. | AlexFu | - | Sep 10, 2026 | |
Skeleton Island Store/marketing arttext | Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input. | Рябец Артём | - | Sep 10, 2026 | |
New Frontier9 In-game content art | AI was used exclusively in the creation of select graphical assets and cutscene videos. | PSK | - | Sep 10, 2026 | |
夺桥之战 In-game content artaudiotext | Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game. | 烩设计 | - | Sep 10, 2026 | |
Divine Blood Hunters Unclear codeaudio | Code and Music | XIA CHENXU | - | Sep 10, 2026 | |
暗黑收割者 In-game content arttext | The game supports multiple interface languages, and some visual assets were generated using AI. | Xiaohuo Game | - | Sep 10, 2026 | |
ClusterForce In-game content artaudio | Since I'm working on the game by oneself, I use AI for some 3D models and some instruments (synthesizers, pads) in the music tracks. | Team ClusterForce | - | Sep 10, 2026 | |
Lazy Drawer: Line Survivors In-game content art | Some 2D art assets (enemy sprites, floor tiles, icons) were created with the assistance of generative AI tools and reviewed/edited by the developer. | BottleTasteStudio | - | Sep 10, 2026 | |
Red Timewarp: Beyond Reality Unclear audiotext | During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for. | Magic Pixel Kft. | - | Sep 10, 2026 | |
Juggernaut Unclear codeartaudio | AI Breakdown
Source code: 100%
Graphics: 60%
Sound: 50%
Effects: 100% | MAGES. Inc. | - | Sep 10, 2026 | |
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
Echo Protocol Dev only code | This game uses AI to assist in code generation | Black Cat Games | - | Sep 10, 2026 | |
Hundredfold: Hero's Ascent Store/marketing artcodetext | I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience. | 质数造物 Prime Factor | - | Sep 9, 2026 | |
Nightmare Unleashed! In-game content text | Generative AI was used solely to assist with localization and translation of developer-written text. No visual assets, models, textures, animations, music, sound effects, voice acting, or gameplay content were generated with AI. | Dicco Studio | - | Sep 9, 2026 | |
LoHa Beta Bot Store/marketing art | Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay. | CBA Entertainment | - | Sep 9, 2026 | |
Curse of the Dead Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 9, 2026 | |
Duckstep In-game content artaudiotext | Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Birdie Games | - | Sep 9, 2026 | |
One Bard Move In-game content artaudiotext | Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game. | Syserino | - | Sep 9, 2026 | |
Bunker And Friends In-game content artaudio | Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay. | We Game at Noon | - | Sep 9, 2026 | |
Death Momotaro In-game content arttext | Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game. | Hirasaka | - | Sep 9, 2026 | |
Nicotine & Knives In-game content text | Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English) | Nicotine & Knives | - | Sep 9, 2026 | |
The Tale of the King and The Lorn Knight Called Sir Roberdroric In-game content text | Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game. | Dan Mafra Pixel Arts Company | - | Sep 7, 2026 | |
PLOW In-game content art | Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services. | Last Exit Diner | - | Sep 7, 2026 | |
SPARK//RUSH Unclear art | Used to create concept imagery | Tuckspace Games | - | Sep 7, 2026 | |
Synapse Grid In-game content artaudiotext | Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear. | AlluringCoffee | - | Sep 7, 2026 | |
丧尸围楼 In-game content art | Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play. | 唐華漢 | - | Sep 7, 2026 | |
Packet Plague Store/marketing codetextart | Generative AI tools assisted with portions of the game’s code and written material, and with the creation of pre-generated promotional key art and derivative marketing graphics. All final content was selected, edited, tested, and reviewed by the developer. Gameplay screenshots and trailers show the actual game. | FR Studio | - | Sep 7, 2026 | |
AT THE READY In-game content art | Some in-game card illustrations were created with the assistance of generative AI during development. No content is generated by AI during gameplay, and the game does not connect to any external AI services while playing. | HuRainStrange | - | Sep 7, 2026 |