Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay.
- Creator
- Kajetan Hrynczuk
- 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.
Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay.
Music for this game was generated with AI.
Jumpshot uses some AI-assisted tools during development.
Some character voices in the game were generated using AI voice technology. AI was used only to generate pre-recorded character dialogue. No AI-generated content is created dynamically during gameplay.
Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to assist with and expedite programming and coding tasks.
This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content.
按钮、图标、合成物品、背景使用了AI技术
AI tools were used during the development of this game to assist with brainstorming, development, and content refinement. All final content was reviewed and integrated by the development team. The game does not generate AI content in real time during gameplay.
Does it matter? No, the game is still fun.
it has ai objects
AI image generation tools were used to create store page artwork (capsule images, banners).
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release.
store picture generate by ai
Gen-AI was used to help debug the game after development.
We use it to enhance our code base, design philosophy, and improve our store listing descriptions.
We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game. For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability.
Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay.
A large language model was used to translate the product page.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible. The voice in the game is text-to-speech, not AI.
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.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
Some code is aided by claude code
all the pictures are generated by artificial intelligence.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI.
A message from The Narrator: “The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
Used for all the placeholder artwork / store page content.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Generative AI was used to create background art assets and to assist with code scripting.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
美术资源由生成式人工智能辅助生成
In this game AI is used to create content such as artwork, sound effects, and music.
Some placeholder art, music and sound effects were AI generated
Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
Generative AI was solely utilized to create the 2D background artwork for the main menu screen.
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.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand. The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices. The vast majority of the game was created by our team without AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sarmatian Heroes In-game content art | Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay. | Kajetan Hrynczuk | - | Sep 12, 2026 | |
The Ultimate Idiot In-game content audio | Music for this game was generated with AI. | Tilted Interactive | - | Sep 12, 2026 | |
Jumpshot Dev only | Jumpshot uses some AI-assisted tools during development. | Jack Wilds | - | Sep 12, 2026 | |
Nightmare Horror Investigation In-game content audio | Some character voices in the game were generated using AI voice technology. AI was used only to generate pre-recorded character dialogue. No AI-generated content is created dynamically during gameplay. | AaronMax! Games Studio | - | Sep 12, 2026 | |
Deep Fishing In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Aodette Games | - | Sep 12, 2026 | |
The Halloway Haunting Dev only code | Generative AI tools were used during development to assist with and expedite programming and coding tasks. | New Bones Studios | - | Sep 12, 2026 | |
Prompt Crisis Live AI textart | This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization. | Second Reality | - | Sep 12, 2026 | |
Ramen Shop in the Floating Slums In-game content art | Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay. | あるみど | - | Sep 12, 2026 | |
Peel Me In-game content artaudio | Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content. | Chap Studios | - | Sep 12, 2026 | |
lemon cat In-game content art | 按钮、图标、合成物品、背景使用了AI技术 | zhangmeng | - | Sep 12, 2026 | |
Keyboard Chaos Dev only | AI tools were used during the development of this game to assist with brainstorming, development, and content refinement. All final content was reviewed and integrated by the development team. The game does not generate AI content in real time during gameplay. | LostPixel | - | Sep 12, 2026 | |
A Journey Rediscovered - Intro Version general | Does it matter? No, the game is still fun. | NotARealGameDev | - | Sep 12, 2026 | |
Parallax Kaal In-game content | it has ai objects | Cosmic Snow | - | 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 | |
Puzzles Are Better Together In-game content artaudio | Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing. | Emir Suleiman | - | Sep 12, 2026 | |
这是一份礼物 Store/marketing textart | Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools. | Oroku | - | Sep 12, 2026 | |
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
The Last Shrinekeeper In-game content artaudio | AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay. | Crescent Twilight Software | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
喂饭人 In-game content text | AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release. | Nanyang Wancheng District Nadouzhong Game Development Co., Ltd. | - | Sep 12, 2026 | |
挖穿地球 Store/marketing art | store picture generate by ai | Zeros | - | Sep 12, 2026 | |
Life's Too Short: On Reflection Dev only | Gen-AI was used to help debug the game after development. | Pixel Ghost | - | Sep 12, 2026 | |
Echoes of the Ninth Store/marketing codetext | We use it to enhance our code base, design philosophy, and improve our store listing descriptions. | Quality Level Entertainment | - | Sep 12, 2026 | |
Runigrim In-game content artcode | We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game.
For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability. | Labrintine | - | Sep 12, 2026 | |
Stellar Office artaudiotext | Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay. | Dissonance Nexus | - | Sep 11, 2026 | |
Fallgrade In-game content text | A large language model was used to translate the product page. | vladkudas | - | Sep 11, 2026 | |
Professional Ship Simulator In-game content arttext | Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI. | SWE Systems | - | Sep 11, 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 | |
Loot & Bolt In-game content art | Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI. | Rush Bunnies Games | - | Sep 11, 2026 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Spirit of the Birch In-game content art | In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game. | Primych | - | 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 | |
The Narrator In-game content art | A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay | BiscuitfaceGaming | - | Sep 10, 2026 | |
The Nullway Store/marketing art | Used for all the placeholder artwork / store page content. | Quillcrest Studios | - | Sep 10, 2026 | |
Gold Digging Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Stranded in Paradise Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
海龟汤世界 Live AI text | The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data. | Xufan Studio | - | Sep 10, 2026 | |
深空放置:边疆纪元 Store/marketing art | Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay. | 音速工业 | - | Sep 10, 2026 | |
KOMMUNALKA In-game content artcode | Generative AI was used to create background art assets and to assist with code scripting. | FOOTAGE LOGS | - | Sep 10, 2026 | |
ROBOT DRAFT: LAST HUMAN In-game content art | Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running. | Zhengkai Zhang | - | Sep 10, 2026 | |
Cultivating Immortality Begins with Reincarnation In-game content art | 美术资源由生成式人工智能辅助生成 | 山中老猴子 | - | Sep 10, 2026 | |
Prospector's Yield In-game content artaudio | In this game AI is used to create content such as artwork, sound effects, and music. | TraP_11 | - | Sep 10, 2026 | |
Quicksant In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | Sep 10, 2026 | |
Tragedy : The Call of the Estate In-game content audioart | Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements. | HighRavel | - | Sep 10, 2026 | |
NucleoSynthetica In-game content art | Generative AI was solely utilized to create the 2D background artwork for the main menu screen. | AnNguyen | - | 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 | |
Podstakannik Rails In-game content textcode | Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play. | Bobeek Games | - | Sep 10, 2026 | |
Eternity Lost: Mystery of Aurum Collector's Edition In-game content arttextaudio | Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI. | Cateia Games | - | Sep 10, 2026 |