Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
- Creator
- 戴军君
- Reviews
- -
- Added
- Jun 28, 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.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
The game code was developed with the assistance of generative AI, and part of the game assets are AI-generated.
AI was used to create some graphical elements and voice audio.
Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
AI was used to help modifying and creating part of text translation / visual / sound assets.
"AI tools (Leonardo AI) were used to generate some concept art and UI textures during development. AI tools (Gemini) were used to generate background music assets. All assets were pre-generated before being integrated into the game."
TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI).
Generative AI is used for creating certain in-game image assets and translating text, as well as for translating text on the store page.
AI tools were used to generate store/marketing illustrations (capsule, hero, banners, trailer). All in-game graphics are procedurally generated in real time and do not use AI
Some images and sound have been generated with the assistance of AI.
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
This game contains AI-assisted artwork.
Some of the assets and images in this game were AI generated.
AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch.
Claude Code, Codex, and OpenAI ImageGen capabilities were employed during the research, compiling, and marketing of this product.
Generative AI tools were used extensively during development to assist with the game's source code, background music, and sound effects.
Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets.
OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools.
Store capsule includes elements generated with AI.
Some of the visual elements and promotional materials for “Bubble Dogs” were created using generative AI tools and then manually refined, selected, modified, and integrated by the developer as part of the game's artistic production process.
We used generative AI tools to assist in drafting, translating, and optimizing the text for the store page and marketing materials. All final content has been reviewed and refined by the developer.
Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.
Generative AI tools were used during development to assist with some Steam store capsule artwork and promotional visual drafts. These AI-assisted images were used only as part of the store page and marketing artwork workflow. All final assets were reviewed, selected, and edited by the developer to make sure they match the game’s visual style and do not contain illegal, infringing, or inappropriate content. The game itself does not use generative AI during gameplay.
AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer.
Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay.
Some music, icons, and promotional artwork were created using generative AI.
This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
Machine translation was used for some parts of the translation.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services.
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow.
The Store page artwork was enhanced by AI.
Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Art and engineering assets created by our studio are augmented with AI tooling and processes.
Generative AI was used as one of many development tools while creating Snake: Gridbreaker. As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements. Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience. The game does not generate content with AI during gameplay.
Generative AI tools were used to assist with select visual artwork, specifically the game’s main marketing images/store page artwork and splash screen. Frutz does not use live-generated AI content during gameplay.
Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team.
Pre-generated 2D visual assets were created using AI tools. This includes the skill icons used in the game's UI, as well as the promotional capsule and cover artwork for the Steam store page.
We used it for the achievements, Music, Developing the game, Bug testing,
Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay
We use generative AI as an aid for some 3D models.
Used for overall graphics, with manual adjustments and modifications applied afterward.
The game uses AI-generated content only for music and translation.
Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes.
Some visual assets (pixel art backgrounds, card sprites) and marketing copy (store descriptions) were created with the assistance of generative AI tools. All AI-generated content was reviewed, curated, and refined by the developer.
Portions of the art assets and code utilize AI-generated content.
Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
华夏古战略 In-game content arttext | Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created. | 戴军君 | - | Jun 28, 2026 | |
Castleborne Survivors In-game content codeart | The game code was developed with the assistance of generative AI, and part of the game assets are AI-generated. | GameVerse | - | Jun 28, 2026 | |
Zyrcon In-game content artaudio | AI was used to create some graphical elements and voice audio. | DIGITALICA | - | Jun 28, 2026 | |
Rank Risk: Guess the Order In-game content arttext | Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. | CETIN CAGLAR | - | Jun 28, 2026 | |
Throughspire In-game content textartaudio | AI was used to help modifying and creating part of text translation / visual / sound assets. | MetaMata | - | Jun 28, 2026 | |
NOXE In-game content artaudio | "AI tools (Leonardo AI) were used to generate some concept art and UI textures during development. AI tools (Gemini) were used to generate background music assets. All assets were pre-generated before being integrated into the game." | DSX | - | Jun 28, 2026 | |
Type Hype In-game content artcode | TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI). | supergoodcorey | - | Jun 28, 2026 | |
Custom Pinball In-game content arttext | Generative AI is used for creating certain in-game image assets and translating text, as well as for translating text on the store page. | Aria Works | - | Jun 28, 2026 | |
BLORBIT Store/marketing art | AI tools were used to generate store/marketing illustrations (capsule, hero, banners, trailer). All in-game graphics are procedurally generated in real time and do not use AI | jog16889 | - | Jun 28, 2026 | |
Wordforge: Silent Letters In-game content artaudio | Some images and sound have been generated with the assistance of AI. | Les Ganton | - | Jun 28, 2026 | |
Word Scramble In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | Jun 28, 2026 | |
Nether Meridian In-game content art | This game contains AI-assisted artwork. | Conceptual Cage | - | Jun 28, 2026 | |
Vampire Match In-game content art | Some of the assets and images in this game were AI generated. | Shamrock Studios | - | Jun 27, 2026 | |
Question Roulette In-game content text | AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch. | Mysterious Alien | - | Jun 27, 2026 | |
Perfumed Palaces Store/marketing arttextcode | Claude Code, Codex, and OpenAI ImageGen capabilities were employed during the research, compiling, and marketing of this product. | MUTHRI | - | Jun 27, 2026 | |
SHIROMASU In-game content audiocode | Generative AI tools were used extensively during development to assist with the game's source code, background music, and sound effects. | sasa | - | Jun 27, 2026 | |
All But Weak Dev only code | Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets. | Hikyu | - | Jun 27, 2026 | |
OUTWORKS In-game content artaudiocode | OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
CryptoGrid In-game content artcode | Some of the visual assets and code scripts in this game were created with the assistance of generative AI tools. | TELSON INTERACTIVE | - | Jun 16, 2026 | |
Monke Survivor Store/marketing art | Store capsule includes elements generated with AI. | Mez | - | Jun 16, 2026 | |
Bubble Dogs Store/marketing art | Some of the visual elements and promotional materials for “Bubble Dogs” were created using generative AI tools and then manually refined, selected, modified, and integrated by the developer as part of the game's artistic production process. | Rivardus | - | Jun 16, 2026 | |
ツミゲーム(Tsumi Stack) Store/marketing text | We used generative AI tools to assist in drafting, translating, and optimizing the text for the store page and marketing materials. All final content has been reviewed and refined by the developer. | T.U Games | - | Jun 16, 2026 | |
SUBSØNIC Store/marketing text | Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized. | Komar Labs | - | Jun 15, 2026 | |
Carland: Drifter Store/marketing art | Generative AI tools were used during development to assist with some Steam store capsule artwork and promotional visual drafts. These AI-assisted images were used only as part of the store page and marketing artwork workflow.
All final assets were reviewed, selected, and edited by the developer to make sure they match the game’s visual style and do not contain illegal, infringing, or inappropriate content.
The game itself does not use generative AI during gameplay. | OY Games | - | Jun 15, 2026 | |
Chop Loop In-game content artaudio | AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer. | Lebleby Games | - | Jun 15, 2026 | |
Hold It In In-game content audio | Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay. | Timothy Graham | - | Jun 15, 2026 | |
Core Override In-game content artaudio | Some music, icons, and promotional artwork were created using generative AI. | null game studio | - | Jun 14, 2026 | |
Know Lychees / 来高州识荔枝 In-game content artaudiocode | This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards. | Big & Curly Games | - | Jun 14, 2026 | |
GobboQuestIdle In-game content art | Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator. | LarkeGames | - | Jun 13, 2026 | |
CoLane In-game content text | Machine translation was used for some parts of the translation. | Hayabusa | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Brainrot Defender In-game content text | Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services. | SK Studio | - | Jun 12, 2026 | |
SiegeBlock In-game content arttext | Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included. | Manuel Medina Cea | - | Jun 12, 2026 | |
Chromafall In-game content artaudio | Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow. | Synthetic Mandate | - | Jun 12, 2026 | |
Astral Boost Store/marketing art | The Store page artwork was enhanced by AI. | Blessed Virgin Jerry | - | Jun 12, 2026 | |
Dance Floor VR In-game content artaudio | Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Jessvrworks | - | Jun 12, 2026 | |
Railbreak DX In-game content artcode | Art and engineering assets created by our studio are augmented with AI tooling and processes. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Snake: Gridbreaker In-game content artcodetext | Generative AI was used as one of many development tools while creating Snake: Gridbreaker.
As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements.
Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience.
The game does not generate content with AI during gameplay. | Arkadiusz Włodarczyk | - | Jun 10, 2026 | |
Frutz Store/marketing art | Generative AI tools were used to assist with select visual artwork, specifically the game’s main marketing images/store page artwork and splash screen.
Frutz does not use live-generated AI content during gameplay. | Broken Walls Studios | - | Jun 10, 2026 | |
Babitonga Puzzle Attack In-game content artaudio | Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team. | caramelo dog | - | Jun 10, 2026 | |
KRUSHPIT In-game content art | Pre-generated 2D visual assets were created using AI tools. This includes the skill icons used in the game's UI, as well as the promotional capsule and cover artwork for the Steam store page. | xoneymoonqueen | - | Jun 10, 2026 | |
LIGHT FORCE In-game content audio | We used it for the achievements, Music, Developing the game, Bug testing, | ShangkoStudio | - | Jun 10, 2026 | |
Wordy Space In-game content arttext | Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay | LongKey Studios | - | Jun 10, 2026 | |
アンダーワールドモンスターズピンボール In-game content art | We use generative AI as an aid for some 3D models. | OrcaStepRecords | - | Jun 10, 2026 | |
Mental Medicine In-game content art | Used for overall graphics, with manual adjustments and modifications applied afterward. | KAWAUSO FORGE | - | Jun 10, 2026 | |
A Simple Square In-game content audiotext | The game uses AI-generated content only for music and translation. | Antharuu | - | Jun 9, 2026 | |
Where Giants Fall In-game content art | Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes. | Everclear Games | - | Jun 9, 2026 | |
Chopex In-game content arttext | Some visual assets (pixel art backgrounds, card sprites) and marketing copy (store descriptions) were created with the assistance of generative AI tools. All AI-generated content was reviewed, curated, and refined by the developer. | senator.ovh | - | Jun 8, 2026 | |
Ace Expedition In-game content artcode | Portions of the art assets and code utilize AI-generated content. | Angry Eggplant | - | Jun 8, 2026 | |
MSO FreeCell Arena In-game content artcode | Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets. | MSO Games | - | Jun 7, 2026 |