All visual and audio contents are hand crafted (or mouth), AI is only used on optimal background multiplayer coding logic.
- Creator
- LoT Studio
- Reviews
- -
- Added
- Jul 17, 2026
Public Steam disclosure research 25,383 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 visual and audio contents are hand crafted (or mouth), AI is only used on optimal background multiplayer coding logic.
During the development of this game, generative AI tools were used to assist the developer in several areas: - Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools. - Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models. - Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions. - Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging. All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience.
AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand. We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work.
all the pictures are generated by artificial intelligence.
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons. The final release version of the game will not use AI-generated content.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
AI tools are used exclusively to translate game content into different languages.
The game was made with unity, there was a certain help through UnityMCP from AI for coding
Space Planet Explorer uses generative AI to create assets that ship with the game, including planet surface textures, cinematic sequences, voice narration, and music. All of this content was generated during development — no AI content is generated live during gameplay. Planet visuals are AI-generated interpretations based on real scientific data, not actual NASA photography.
Some images are generated using AI
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
Generative AI-assisted tools were used as part of the development process for Xenogarden. This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts. All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay.
Some of the paintings featured in the game were partially generated using generative AI.
Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay.
I have used AI-assisted tools to generate specific visual assets for the game, including the library logo and certain promotional marketing materials. The AI was utilized solely for asset creation and does not generate content dynamically during live gameplay. The game's core mechanics and narrative elements were developed by our team without AI-generated procedural systems.
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
Suho's background music was produced with the help of a generative AI music tool, and some store-page text was drafted with AI assistance and edited by a human. We intend to replace the AI-generated music with commissioned, original music. All gameplay, game design, code, and in-game visual art are human-authored or rendered programmatically (not AI-generated), and no AI content is generated live during play - the soundtrack ships as fixed, pre-made audio files.
Partial images and BGM created by AI
AI is used during our early Alpha development phase to create temporary placeholder art. The intent is to replace once the core game loop as been satisfied.
The narrator's voice lines have been made by AI.
We used Gemini (Google's Generative AI) to assist with Japanese to English localization and text translation.
Some visual assets used in VoidFall, including promotional artwork and store materials, were created with the assistance of generative AI tools and further edited and integrated during development.
Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay.
Some of the artwork/Images were Ai Enhanced to make the images clearer. The localization(languages) was done by Ai.
Generative AI was used to assist in creating certain environmental textures, decorative artwork, and promotional materials. All gameplay systems, programming, level design, puzzles, story, and core game content were created by the developer and manually integrated into the game
Generative AI was used to assist in the creation of the visual assets displayed on the Steam store page, including capsules, promotional artwork, backgrounds, and other marketing images. AI was also used to assist in the creation of certain 2D visual assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included. No generative AI is used during gameplay or by players.
The majority of this game's assets are human created. However during the development process, AI-based tools were used to assist further with selective content creation. The final product is highly reflective of the vision and creativity of the team.
Generative AI tools were used to assist in creating pre-generated visual artwork, including concept art, key art, and promotional images used for the Steam store page and marketing materials. All AI-assisted visual assets are static, reviewed, selected, and edited by the developer to match the game's dark sci-fi visual direction. The game does not use live generative AI to create gameplay, player-generated content, dialogue, images, audio, or other content during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
The pre-rendered cinematics and/or voiceovers may include AI-generated or AI-enhanced content.
Some of the game's 2D art (character sprites, scenery, item icons and store artwork) was created with the help of generative AI image tools, then curated, edited and integrated by the team. Parts of the game's code were written with AI assistance under developer direction. All AI-assisted content was reviewed by the developers. The game does NOT generate AI content at runtime and does NOT connect to any external AI service.
A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation.
A small number of in-game icons were generated using AI tools. All generated assets were reviewed and integrated by the developer.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
During the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization.
Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code.
This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game.
Placeholder Images, which will be removed before make public.
Some visuals and music assets in this game were partially generated using AI technologies.
AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements. All code, models, and UI elements were edited and finalized by me before implementation into the game.
Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. Some of the audio files are AI generated.
AI has been used to translate the game in multiple languages so the story can be enjoyed by more people.
JellyWorms uses generative AI-assisted visual content for some game art, store assets, and marketing materials. Final assets are reviewed and edited by the developer before release. The game does not generate live AI content during gameplay.
I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer.
This game uses generative AI to help create some assets, including audio/voice and visual content. All outputs are reviewed and edited by the developers before being used.
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks
Some of the games text was drafted with the assistance of generative AI and then edited by hand by developers before inclusion. The game's audio is procedurally synthesized in-engine (algorithmic DSP) and layered with real & recorded audio by the developers. not produced by a generative AI model. Some of the games 3D model primitive shapes were drafted with the assistance of generative AI, but finalized by hand.
Xalvorynthium does not use generative AI during gameplay and does not connect to any external AI service while the game is running. Some pre-generated visual assets used for store marketing, promotional artwork, capsule images, logos, or related presentation materials may have been created or assisted with generative AI tools. These assets were reviewed and selected by the developer before use.
Generative AI tools are used to assist in drafting text and setting up this Steam store page, as well as marketing materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Leave On Time Dev only code | All visual and audio contents are hand crafted (or mouth),
AI is only used on optimal background multiplayer coding logic. | LoT Studio | - | Jul 17, 2026 | |
Heng Rover Mission In-game content audioarttextcode | During the development of this game, generative AI tools were used to assist the developer in several areas:
- Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools.
- Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models.
- Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions.
- Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging.
All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience. | Roeun Technology | - | Jul 16, 2026 | |
Cooking Cave In-game content text | AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand.
We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work. | RawDex | - | Jul 16, 2026 | |
Defective Detectives 3 Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 15, 2026 | |
Rebuilt: Last Settlement In-game content art | We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content. | Night Farm Studio | - | Jul 15, 2026 | |
Frontier Survivors In-game content artaudiotextcode | This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort. | MisterEoss | - | Jul 15, 2026 | |
GrindFall In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jul 15, 2026 | |
Guillotine Dev only code | The game was made with unity, there was a certain help through UnityMCP from AI for coding | TEA GAME | - | Jul 15, 2026 | |
Space Planet Explorer In-game content artaudiotext | Space Planet Explorer uses generative AI to create assets that ship with the game, including planet surface textures, cinematic sequences, voice narration, and music. All of this content was generated during development — no AI content is generated live during gameplay. Planet visuals are AI-generated interpretations based on real scientific data, not actual NASA photography. | ioStudios | - | Jul 15, 2026 | |
Reforge Eden: Overlord Unclear art | Some images are generated using AI | Scherzo Games | - | Jul 15, 2026 | |
Salt and Soil Live AI text | Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player. | DelosX | - | Jul 15, 2026 | |
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
The Unworty In-game content art | Some of the paintings featured in the game were partially generated using generative AI. | Meetkow | - | Jul 13, 2026 | |
The Toilet In-game content art | Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay. | Cankut Keskin | - | Jul 13, 2026 | |
Z-Sector Store/marketing art | I have used AI-assisted tools to generate specific visual assets for the game, including the library logo and certain promotional marketing materials. The AI was utilized solely for asset creation and does not generate content dynamically during live gameplay. The game's core mechanics and narrative elements were developed by our team without AI-generated procedural systems. | YamaStudio | - | Jul 11, 2026 | |
More BrainZ In-game content art | The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined. | Wynand Smit | - | Jul 11, 2026 | |
Suho In-game content audiotext | Suho's background music was produced with the help of a generative AI music tool, and some store-page text was drafted with AI assistance and edited by a human. We intend to replace the AI-generated music with commissioned, original music. All gameplay, game design, code, and in-game visual art are human-authored or rendered programmatically (not AI-generated), and no AI content is generated live during play - the soundtrack ships as fixed, pre-made audio files. | Hanamori Labs, LLC | - | Jul 11, 2026 | |
像素三国-僵尸地牢 In-game content artaudio | Partial images and BGM created by AI | YYTGAME | - | Jul 11, 2026 | |
Hamlet Dev only art | AI is used during our early Alpha development phase to create temporary placeholder art. The intent is to replace once the core game loop as been satisfied. | K2 Games | - | Jul 11, 2026 | |
Duelgrounds In-game content audio | The narrator's voice lines have been made by AI. | Sauna Interactive | - | Jul 11, 2026 | |
Chobisuke's Weird Farm In-game content text | We used Gemini (Google's Generative AI) to assist with Japanese to English localization and text translation. | Syurarin19 | - | Jul 11, 2026 | |
VoidFall Store/marketing art | Some visual assets used in VoidFall, including promotional artwork and store materials, were created with the assistance of generative AI tools and further edited and integrated during development. | Voidfall Studios | - | Jul 11, 2026 | |
Bastyrion: Endless Tide In-game content codetext | Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay. | Ryuusu's Mate Party | - | Jul 11, 2026 | |
Forsaken Shores In-game content arttext | Some of the artwork/Images were Ai Enhanced to make the images clearer. The localization(languages) was done by Ai. | Kuldan Studio | - | Jul 11, 2026 | |
DUAT In-game content art | Generative AI was used to assist in creating certain environmental textures, decorative artwork, and promotional materials. All gameplay systems, programming, level design, puzzles, story, and core game content were created by the developer and manually integrated into the game | Night2Night Studios | - | Jul 9, 2026 | |
Garden Defence In-game content art | Generative AI was used to assist in the creation of the visual assets displayed on the Steam store page, including capsules, promotional artwork, backgrounds, and other marketing images. AI was also used to assist in the creation of certain 2D visual assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included. No generative AI is used during gameplay or by players. | Team Toggenburger | - | Jul 9, 2026 | |
Wild Hive Dev only | The majority of this game's assets are human created. However during the development process, AI-based tools were used to assist further with selective content creation. The final product is highly reflective of the vision and creativity of the team. | Studio42 | - | Jul 9, 2026 | |
LAST CORE:BROKE LINK Store/marketing art | Generative AI tools were used to assist in creating pre-generated visual artwork, including concept art, key art, and promotional images used for the Steam store page and marketing materials.
All AI-assisted visual assets are static, reviewed, selected, and edited by the developer to match the game's dark sci-fi visual direction.
The game does not use live generative AI to create gameplay, player-generated content, dialogue, images, audio, or other content during gameplay. | LAST CORE STUDIO | - | Jul 9, 2026 | |
铁门之下 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 9, 2026 | |
Forest Escape: Last Train Store/marketing artaudio | The pre-rendered cinematics and/or voiceovers may include AI-generated or AI-enhanced content. | Frag Lab, LLC | - | Jul 8, 2026 | |
Idle of the Dead In-game content artcode | Some of the game's 2D art (character sprites, scenery, item icons and store artwork) was created with the help of generative AI image tools, then curated, edited and integrated by the team. Parts of the game's code were written with AI assistance under developer direction. All AI-assisted content was reviewed by the developers. The game does NOT generate AI content at runtime and does NOT connect to any external AI service. | Sucata Studio | - | Jul 8, 2026 | |
I Missed the Apocalypse Store/marketing art | A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation. | Bork One | - | Jul 8, 2026 | |
The Beak Doctor In-game content art | A small number of in-game icons were generated using AI tools. All generated assets were reviewed and integrated by the developer. | Immersion Interactive | - | Jul 8, 2026 | |
No Man's Mines In-game content art | This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use. | Auscan Games | - | Jul 8, 2026 | |
A Dark Cave In-game content codetext | During the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization. | Julian Bauer | - | Jul 7, 2026 | |
拼好车 In-game content artcode | Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code. | 布吉岛Game | - | Jul 5, 2026 | |
Day by day:东京留子生存日记 In-game content artcode | This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game. | MaxineJo | - | Jul 5, 2026 | |
The Quiet Cold Unclear | Placeholder Images, which will be removed before make public. | EliteNinja32 | - | Jul 4, 2026 | |
人生之旅 The Path of Life In-game content artaudio | Some visuals and music assets in this game were partially generated using AI technologies. | xieyoujune | - | Jul 4, 2026 | |
Black Hollow In-game content artcode | AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements.
All code, models, and UI elements were edited and finalized by me before implementation into the game. | PolyPixel Interactive | - | Jul 3, 2026 | |
System Cleaner In-game content text | Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content. | Radiant Bear Games | - | Jul 3, 2026 | |
FYP Ride the Feed In-game content artaudio | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. Some of the audio files are AI generated. | Andrew | - | Jul 3, 2026 | |
The Left Behind In-game content text | AI has been used to translate the game in multiple languages so the story can be enjoyed by more people. | Extrude | - | Jul 3, 2026 | |
Jelly Worms In-game content art | JellyWorms uses generative AI-assisted visual content for some game art, store assets, and marketing materials. Final assets are reviewed and edited by the developer before release. The game does not generate live AI content during gameplay. | DISUPPER | - | Jul 3, 2026 | |
KILLSWARM Dev only art | I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer. | slezkh | - | Jul 3, 2026 | |
7 Days to Escape In-game content audioart | This game uses generative AI to help create some assets, including audio/voice and visual content. All outputs are reviewed and edited by the developers before being used. | RedForge | - | Jul 3, 2026 | |
Critical Ward In-game content artaudiocode | Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks | BiEsEl | - | Jul 2, 2026 | |
Stick Picker Simulator In-game content textart | Some of the games text was drafted with the assistance of generative AI and then edited by hand by developers before inclusion.
The game's audio is procedurally synthesized in-engine (algorithmic DSP) and layered with real & recorded audio by the developers. not produced by a generative AI model.
Some of the games 3D model primitive shapes were drafted with the assistance of generative AI, but finalized by hand. | Some Assembly Games | - | Jul 2, 2026 | |
Xalvorynthium Store/marketing art | Xalvorynthium does not use generative AI during gameplay and does not connect to any external AI service while the game is running.
Some pre-generated visual assets used for store marketing, promotional artwork, capsule images, logos, or related presentation materials may have been created or assisted with generative AI tools. These assets were reviewed and selected by the developer before use. | D3a1hXSaga Studios | - | Jul 2, 2026 | |
GilongWorld Store/marketing text | Generative AI tools are used to assist in drafting text and setting up this Steam store page, as well as marketing materials. | Long Gil Studio | - | Jul 2, 2026 |