AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets.
- Creator
- WBA
- Reviews
- -
- Added
- Mar 18, 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.
AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets.
We use AI to power dynamic conversations with hand-crafted NPCs. Each character has a unique personality, backstory, and knowledge base. Their dialogue is generated in real-time based on your questions, creating authentic interview experiences that feel natural and unpredictable. The AI runs completely offline on your machine. No internet connection required, and your conversations remain private.
Some of the promotional images displayed on this store page were generated using AI-based image generation tools. These images are used solely for marketing and presentation purposes and do not represent actual in-game graphics or gameplay footage.
Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension.
This game uses AI for chat, image generation/editing, and experimental video generation, and supports multi‑agent collaboration. AI features require an internet connection and third‑party model services; user inputs may be sent to those services to produce outputs. AI‑generated content is provided as assistance and should be reviewed by players before use or publication.
Tic Tac Football uses AI-controlled opponents to allow players to compete in single-player matches, cups, and leagues. AI players follow the same rules as human players and are designed to provide a fair, accessible challenge focused on positioning, timing, and decision-making rather than speed or complex simulation.
game logo, steam graphical assets and menu images made with ai software.
This game uses generative AI tools for the creation of certain static visual assets, including background images, icons, the world map, marketing materials, and character portraits. No generative AI is used to generate gameplay logic, simulations, text content, or dynamic in-game systems. All gameplay mechanics and simulation systems are fully handcrafted and deterministic.
Generative AI tools were used exclusively in the creation of certain store page visual assets (such as promotional images and graphical materials). All gameplay elements, in-game content, mechanics, design, and implementation were created and finalized by the developer. No generative AI was used in the development of the game itself. Generative AI was used solely as a visual asset creation tool for marketing materials displayed on the store page.
Generative AI is used exclusively for promotional and environmental elements, such as trailer backgrounds and screenshot scenery. Please note that the User Interface (UI) and all software features shown are authentic and accurate representations of the actual product.
The development of this game utilized generative AI tools in the following ways: 1. Visual Assets: Certain puzzle artworks and background illustrations were drafted using AI image generation tools and subsequently refined and edited by the development team to fit the game's artistic style. 2. Audio: Background music were composed with the assistance of AI audio generation software. 3. Code: AI coding assistants were used to aid in writing, debugging, and optimizing game scripts during the development process. All AI-generated content has been reviewed by the developers to ensure it meets quality standards and complies with copyright regulations.
This product uses AI-assisted tools during development for code assistance and for generating some marketing assets such as images and logos. The software itself does not include any AI content generation features during runtime.
Voices and some images are AI generated.
AI was used to generate fighter images and parts of the marketing material
This game uses generative AI tools during development: as a coding assistant to optimize workflow, for some visual assets, for writing and editing in-game text, and for localization. I know AI-assisted development isn't for everyone, and that's fair.
This game uses IA generated music. Check game steam page for more infos.
Players can freely converse with NPCs, and the game will generate dialogue in real time based on the NPCs' personalities and memories. The main storyline will be driven by AI agents, which will generate plotlines consistent with the game's lore.
The protagonist in the game is driven by a large language model.Additionally, Chika’s initial character illustration was generated using AI, with subsequent manual modifications and refinements applied thereafter.
For this project, AI tools were used in art direction and soundtrack production. As an independent team, this has allowed us to achieve a visual and sonic scale that would otherwise be impossible. However, every asset has been manually supervised, edited, and curated to ensure the author's artistic vision and narrative remain intact. We believe in AI as a tool that amplifies the potential of independent creators.
Ai-generated voice lines Ai-generated sound effects
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making. AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer. AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints.
Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels.
Some images are generated by AI.
- 2D Artwork - Background Music (BGM) - Sound Effects (SFX)
Logo image is generated by AI
AI has been used just game soundtrack.
This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime.
AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release!
We utilize AI tools to assist in our development process. Any content generated with AI is then carefully refined and polished by our design team to ensure it aligns perfectly with the game's unique art style and overall vision.
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash.
Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game.
Concept Art
This game utilizes Artificial Intelligence to generate dynamic text-based conversations with virtual desktop mascots, allowing them to react primarily to user input. The application supports for now local offline AI (via Ollama) A comprehensive local safety filter is implemented to prevent the generation of harmful or illegal content.
This game uses AI-generated content for team logos. AI tools were also used to assist with coding and debugging, but no live AI generation occurs during gameplay.
Artificial intelligence was only used to generate book covers, as there were a huge number of them and they were only used on classic books, they were not used on the remaining unique and magical books.
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player: Reactive Dialogue: AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts. Art & Media Asset Generation: Outside of dialogue, AI is mainly used to create and vary game art assets, including: Character and illustration variants Backgrounds and visual effects Music and ambient soundscapes Sound effects Voice-over lines Short in-game videos / cutscenes All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
Some visual assets used in Static Watch were created with the assistance of generative AI tools and then manually edited and integrated by the developer. Generative AI is not used during gameplay, and no content is generated dynamically or in real time for players.
Parts of the background image of characters are generated by AI. All the Localizations are generated by AI. Others assets like character image/UI/voice are hand-made.
The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates.
This game uses GeminiAPI for conversations and features some photorealistic images. All other illustrations were created by the developer.
Space Manager uses AI-generated assets only to a limited extent, mainly for store assets.
AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience.
The store images include those generated by AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Evercrown In-game content artcode | AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets. | WBA | - | Mar 18, 2026 | |
ZeroPrompt Live AI text | We use AI to power dynamic conversations with hand-crafted NPCs. Each character has a unique personality, backstory, and knowledge base. Their dialogue is generated in real-time based on your questions, creating authentic interview experiences that feel natural and unpredictable.
The AI runs completely offline on your machine. No internet connection required, and your conversations remain private. | Batuhan Ayhan | - | Mar 18, 2026 | |
开源农场 In-game content art | Some of the promotional images displayed on this store page were generated using AI-based image generation tools. These images are used solely for marketing and presentation purposes and do not represent actual in-game graphics or gameplay footage. | https://autofarm.giveme8.com/ | - | Mar 18, 2026 | |
DreamForge In-game content arttext | Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension. | DreamForge Games Corporation | - | Mar 18, 2026 | |
Tuanbot Live AI textartaudio | This game uses AI for chat, image generation/editing, and experimental video generation, and supports multi‑agent collaboration. AI features
require an internet connection and third‑party model services; user inputs may be sent to those services to produce outputs. AI‑generated
content is provided as assistance and should be reviewed by players before use or publication. | Hou Xiaohou | - | Mar 18, 2026 | |
TicTacFootball Live AI | Tic Tac Football uses AI-controlled opponents to allow players to compete in single-player matches, cups, and leagues.
AI players follow the same rules as human players and are designed to provide a fair, accessible challenge focused on positioning, timing, and decision-making rather than speed or complex simulation. | Alberto Tarantino | - | Mar 18, 2026 | |
Lawnmower game 2026 Store/marketing art | game logo, steam graphical assets and menu images made with ai software. | Valkeala Software | 11 | Mar 18, 2026 | |
European Logistics Tycoon In-game content art | This game uses generative AI tools for the creation of certain static visual assets, including background images, icons, the world map, marketing materials, and character portraits.
No generative AI is used to generate gameplay logic, simulations, text content, or dynamic in-game systems. All gameplay mechanics and simulation systems are fully handcrafted and deterministic. | Warnicke Gamedesign | 36 | Mar 18, 2026 | |
MYTRA: No Escape Protocol In-game content art | Generative AI tools were used exclusively in the creation of certain store page visual assets (such as promotional images and graphical materials).
All gameplay elements, in-game content, mechanics, design, and implementation were created and finalized by the developer. No generative AI was used in the development of the game itself.
Generative AI was used solely as a visual asset creation tool for marketing materials displayed on the store page. | Mytra Games | - | Mar 18, 2026 | |
QuestLog Pro Store/marketing art | Generative AI is used exclusively for promotional and environmental elements, such as trailer backgrounds and screenshot scenery. Please note that the User Interface (UI) and all software features shown are authentic and accurate representations of the actual product. | Mana Morph Studios | - | Mar 18, 2026 | |
Artifex In-game content artaudiocode | The development of this game utilized generative AI tools in the following ways:
1. Visual Assets: Certain puzzle artworks and background illustrations were drafted using AI image generation tools and subsequently refined and edited by the development team to fit the game's artistic style.
2. Audio: Background music were composed with the assistance of AI audio generation software.
3. Code: AI coding assistants were used to aid in writing, debugging, and optimizing game scripts during the development process.
All AI-generated content has been reviewed by the developers to ensure it meets quality standards and complies with copyright regulations. | Boogie Games | - | Mar 18, 2026 | |
F2M Store/marketing codeart | This product uses AI-assisted tools during development for code assistance and for generating some marketing assets such as images and logos.
The software itself does not include any AI content generation features during runtime. | CHE YANTAO | - | Mar 18, 2026 | |
Autism, ADHD and Syphilis In-game content audioart | Voices and some images are AI generated. | ProgenitorWorks | - | Mar 18, 2026 | |
Pound for Pound Store/marketing art | AI was used to generate fighter images and parts of the marketing material | Pound for Pound Games | 126 | Mar 18, 2026 | |
UNHUMAN In-game content arttext | This game uses generative AI tools during development: as a coding assistant to optimize workflow, for some visual assets, for writing and editing in-game text, and for localization. I know AI-assisted development isn't for everyone, and that's fair. | Kinda Lowkey Games | 134 | Mar 18, 2026 | |
Don't Click The Flower In-game content audio | This game uses IA generated music. Check game steam page for more infos. | Studio Leclercq | 27 | Mar 18, 2026 | |
图灵证言 Turing Testimony Live AI text | Players can freely converse with NPCs, and the game will generate dialogue in real time based on the NPCs' personalities and memories.
The main storyline will be driven by AI agents, which will generate plotlines consistent with the game's lore. | Why_Studio | - | Mar 18, 2026 | |
Desktop Girl Chika Live AI textart | The protagonist in the game is driven by a large language model.Additionally, Chika’s initial character illustration was generated using AI, with subsequent manual modifications and refinements applied thereafter. | KonaMG | - | Mar 18, 2026 | |
Second Humanity - (Capìtulo 1) In-game content artaudio | For this project, AI tools were used in art direction and soundtrack production. As an independent team, this has allowed us to achieve a visual and sonic scale that would otherwise be impossible. However, every asset has been manually supervised, edited, and curated to ensure the author's artistic vision and narrative remain intact. We believe in AI as a tool that amplifies the potential of independent creators. | SamaelCrow | - | Mar 18, 2026 | |
Chamber One In-game content audio | Ai-generated voice lines
Ai-generated sound effects | Forysium Games | - | Mar 18, 2026 | |
Memory alteration In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Mar 18, 2026 | |
DIY AI Perfect Girlfriend In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | LIN YIPENG | - | Mar 18, 2026 | |
ShotSun Man & His Beauties In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007b | - | Mar 18, 2026 | |
The pleasure of immorality In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006a | - | Mar 18, 2026 | |
Sexy female ghost love me In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | Mar 18, 2026 | |
Beauties love my quantum entanglement wine In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0001b | - | Mar 18, 2026 | |
Chesscent Dev only codeart | AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making.
AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer.
AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints. | Alex did it | - | Mar 18, 2026 | |
Liminal:Escape Route In-game content audio | Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels. | Threshold Interactive | 16 | Mar 18, 2026 | |
Silent Ward: Forever Lost Store/marketing art | Some images are generated by AI. | 月下辉煌 | - | Mar 18, 2026 | |
No Mana, Just Dice In-game content artaudio | - 2D Artwork
- Background Music (BGM)
- Sound Effects (SFX) | Dice Capital | 179 | Mar 18, 2026 | |
Quantum Brain Store/marketing art | Logo image is generated by AI | Quantum Brain Games | - | Mar 18, 2026 | |
Tiny Hoops: Idle Shooter In-game content audio | AI has been used just game soundtrack. | Studio Penta | - | Mar 18, 2026 | |
Vocab Clash Live AI art | This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime. | Jim Zhang | - | Mar 18, 2026 | |
Mental Break In-game content codeart | AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release! | Keaton Lee | - | Mar 18, 2026 | |
天津1924 Dev only | We utilize AI tools to assist in our development process. Any content generated with AI is then carefully refined and polished by our design team to ensure it aligns perfectly with the game's unique art style and overall vision. | 倍儿哏儿工作室 | - | Mar 18, 2026 | |
Ironseed 3 : Vigil In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
Promptables - Das KI-Duell Live AI text | Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash. | Emergo Entertainment | 22 | Mar 18, 2026 | |
ZeroOne Terminal Live AI text | Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game. | Jolt | - | Mar 18, 2026 | |
Echoes of the Wild Store/marketing art | Concept Art | LLogix | - | Mar 18, 2026 | |
CMChar: Your Virtual Companion Live AI text | This game utilizes Artificial Intelligence to generate dynamic text-based conversations with virtual desktop mascots, allowing them to react primarily to user input. The application supports for now local offline AI (via Ollama) A comprehensive local safety filter is implemented to prevent the generation of harmful or illegal content. | AlanBotics | - | Mar 18, 2026 | |
Delta Manager In-game content artcode | This game uses AI-generated content for team logos. AI tools were also used to assist with coding and debugging, but no live AI generation occurs during gameplay. | Fassi Blue | 27 | Mar 18, 2026 | |
BookStore Simulator In-game content art | Artificial intelligence was only used to generate book covers, as there were a huge number of them and they were only used on classic books, they were not used on the remaining unique and magical books. | Dark Mind | 14 | Mar 18, 2026 | |
Coffee Coffin Live AI artaudiotext | In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools. | Three Old Pals | - | Mar 18, 2026 | |
Static Watch In-game content art | Some visual assets used in Static Watch were created with the assistance of generative AI tools and then manually edited and integrated by the developer.
Generative AI is not used during gameplay, and no content is generated dynamically or in real time for players. | Maxime Leblanc | - | Mar 18, 2026 | |
Infant God In-game content arttext | Parts of the background image of characters are generated by AI. All the Localizations are generated by AI. Others assets like character image/UI/voice are hand-made. | colsalley | - | Mar 18, 2026 | |
Whispers Of The Crypt In-game content audio | The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates. | AstroRealmStudios | - | Mar 18, 2026 | |
Sato Killing Time Chat.exe Live AI textart | This game uses GeminiAPI for conversations and features some photorealistic images. All other illustrations were created by the developer. | DankHearts | 183 | Mar 18, 2026 | |
Space Manager Store/marketing art | Space Manager uses AI-generated assets only to a limited extent, mainly for store assets. | Trophy Games | - | Mar 18, 2026 | |
10ⁿ - Ten Power N In-game content artaudiocode | AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience. | Raphael Lepuschitz | - | Mar 18, 2026 | |
挂机武侠 Store/marketing art | The store images include those generated by AI | StarMatrix Labs | 12 | Mar 18, 2026 |