Some use of AI tools.
- Creator
- TMHS Digital
- Reviews
- -
- Added
- Sep 3, 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.
Some use of AI tools.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations. No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game. AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
The game was made with the Godot Engine and Cursor IDE.
"This game's code, including the level and cosmetics editors, are all AI-generated. The maps and music are not AI-generated. Some cosmetics may be AI-generated, but most are not."
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team.
Generative AI was used only to create the images used for in-game upgrades. All other game assets and content were created without generative AI.
Some of the game's visual assets (tilesets, textures, sprites) were created with the assistance of AI image generation tools (PixelLab), then manually edited and integrated by the developer. No AI is used to generate content at runtime or during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
Vibe-coding
Generative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer.
OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay.
Some of the sound effects, visuals, and models in this game were created with the help of artificial intelligence.
Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
AI translate
Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay.
All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played.
AI used for programmation
Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience!
Coding & Assistance creating skins
AI was used for code assistant and for the music.
Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools.
Some of this game’s art assets (such as characters, environments, and UI icons) were initially created with the assistance of generative AI tools, which were used to produce concept art or source drafts. All assets were then manually reworked by the developers in software such as GIMP, including redrawing outlines, adjusting colors, correcting details, and unifying the art style. The game does not use AI to generate content in real time during gameplay.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
Generative AI tools were used during development to create selected pre-generated content, including character and environment artwork, some user interface artwork, music, some voice-over audio, and localization. The visual assets were subsequently edited and customized by the developer. All AI-assisted content is selected, reviewed, and integrated by the developer before inclusion. The game does not generate content during gameplay or connect to external AI services.
Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team.
Daily code audits using AI, mainly focussed on optimization. Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release. Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand. No AI content is generated during gameplay.
Store visuals created with the help of AI
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals. AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses. The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
The visuals are generated by AI.
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
- Audio: background music is generated with AI music tools. - Translation: in-game and store text is translated using AI. - Code: the game's code, including the code that draws every visual at runtime, was written with the help of an AI coding assistant.
As a solo developer I find use of AI to be one of my most prominent and efficient tools ever used. I'm heavily relying on Gemini, Claude and QWEN to create my code snippets and review them. I also manually review their work from time to time. Visual assets creation also rely on AI(NanoBanana2). Some of the assets are my sketches that has been polished to perfection by AI. Some are AI generated and hand-edited after and some, I'll be totally honest here, are fully AI generated, via meticulous prompt engineering and trial and errors. I'm heavily opposed to using AI to create slop or mass produce clones of existing content. But I'm a firm believer that, when curated by talented individual with solid vision, it can achieve great results.
Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Slap Boxing Simulator Unclear | Some use of AI tools. | TMHS Digital | - | Sep 3, 2026 | |
BALLRENA In-game content art | Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime. | vampireblackcat | - | Sep 3, 2026 | |
Starfall Samurai In-game content audiotext | This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team. | YANCHA GAMES | - | Sep 3, 2026 | |
Crashborn In-game content artaudio | Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime. | Rukium Labs | - | Sep 3, 2026 | |
DashBreaker In-game content artaudiotext | Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running. | sagelab | - | Sep 3, 2026 | |
BloodVeil Store/marketing art | Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself. | MoonLiteGames | - | Sep 3, 2026 | |
Vectorfall In-game content text | As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game. | Nubgamerz | - | Sep 3, 2026 | |
Pinball Hero general | The game was made with the Godot Engine and Cursor IDE. | Luke6B | - | Sep 3, 2026 | |
Fister In-game content codeart | "This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not." | Bootloop Studio | - | Sep 2, 2026 | |
Level Up, Tiny King! In-game content art | Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay. | Warband & Magic | - | Sep 2, 2026 | |
Project N In-game content artcode | Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team. | Meeiron Studio | - | Sep 2, 2026 | |
Snake Fusion In-game content art | Generative AI was used only to create the images used for in-game upgrades. All other game assets and content were created without generative AI. | AndKGames | - | Sep 2, 2026 | |
Ashen In-game content art | Some of the game's visual assets (tilesets, textures, sprites) were created with the assistance of AI image generation tools (PixelLab), then manually edited and integrated by the developer. No AI is used to generate content at runtime or during gameplay. | Bando Corp | - | Sep 2, 2026 | |
Horta Maluca In-game content artcode | Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay. | BKP STUDIO | - | Sep 1, 2026 | |
Iron Remnant In-game content art | Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated. | Kal Studios | - | Sep 1, 2026 | |
SplitOut Unclear code | Vibe-coding | 1337Interactive | - | Sep 1, 2026 | |
Burrows of Cairntir In-game content artaudio | Generative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer. | Cairntir Games | - | Sep 1, 2026 | |
Desk Hunter Store/marketing art | OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay. | Corner Forge | - | Sep 1, 2026 | |
Bug Bus In-game content artaudio | Some of the sound effects, visuals, and models in this game were created with the help of artificial intelligence. | Ert Gaming Studio | - | Sep 1, 2026 | |
Roverbound In-game content textartcode | Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Rogueatic Games | - | Sep 1, 2026 | |
Empires of Black Powder Dev only | As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play. | ArchAngel Cinema | - | Sep 1, 2026 | |
Runechain Towers Unclear text | AI translate | Yanyoowu | - | Sep 1, 2026 | |
Boss Toss In-game content artaudiotextcode | Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay. | Storm of madness | - | Sep 1, 2026 | |
A Million Orcs Dev only artaudio | All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played. | JD Interactive | - | Sep 1, 2026 | |
Out of Range Dev only code | AI used for programmation | Yoho Games | - | Sep 1, 2026 | |
Heroes of Aetheria : Crystal Siege Dev only codetext | Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience! | Aethel Studio | - | Sep 1, 2026 | |
Shattersight In-game content art | Coding & Assistance creating skins | Derek Bancarz | - | Sep 1, 2026 | |
Just another Tank game In-game content audio | AI was used for code assistant and for the music. | Leonardo Severini | - | Sep 1, 2026 | |
Ragdoll Recoil In-game content artaudio | Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools. | MSDEV Games | - | Sep 1, 2026 | |
巫师猫:无尽突围 In-game content art | Some of this game’s art assets (such as characters, environments, and UI icons) were initially created with the assistance of generative AI tools, which were used to produce concept art or source drafts. All assets were then manually reworked by the developers in software such as GIMP, including redrawing outlines, adjusting colors, correcting details, and unifying the art style. The game does not use AI to generate content in real time during gameplay. | WANG LEI | - | Sep 1, 2026 | |
百夜炼诡录 In-game content art | Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game. | Biranran | - | Sep 1, 2026 | |
Grey Verge In-game content artaudiotext | Generative AI tools were used during development to create selected pre-generated content, including character and environment artwork, some user interface artwork, music, some voice-over audio, and localization. The visual assets were subsequently edited and customized by the developer. All AI-assisted content is selected, reviewed, and integrated by the developer before inclusion. The game does not generate content during gameplay or connect to external AI services. | LIMEN Studio | - | Sep 1, 2026 | |
Blood & Canvas: Bareknuckle Boxing In-game content art | Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team. | Thiefcatcher Games | - | Sep 1, 2026 | |
Forgotten Towns Dev only artcode | Daily code audits using AI, mainly focussed on optimization.
Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release.
Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand.
No AI content is generated during gameplay. | Taffee Software | - | Sep 1, 2026 | |
Balls Armed Store/marketing art | Store visuals created with the help of AI | Indeed Games | - | Sep 1, 2026 | |
Soulstonia In-game content arttext | Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay. | Gabriel's Games | - | Sep 1, 2026 | |
Crimson Moon In-game content text | An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals.
AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements. | ProbablyMonsters | - | Sep 1, 2026 | |
BWAG In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay. | Dev-Solo Studio | - | Aug 31, 2026 | |
Electric Crust: Galactic Pizza Delivery In-game content artaudio | Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind. | Swamp City LLC | - | Aug 31, 2026 | |
Voxel Wild In-game content arttext | Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services. | Tero Games | - | Aug 31, 2026 | |
Rolling Fortress In-game content art | Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services. | Last Exit Diner | - | Aug 31, 2026 | |
삼국지 클래식: 출사표 (Three Kingdoms Classic: Chu Shi Biao) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | PlaySimulation Studio | - | Aug 31, 2026 | |
The Needle In-game content artaudio | Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this. | Save Point LLC | - | Aug 31, 2026 | |
Shove Nova In-game content art | The visuals are generated by AI. | SmallVector | - | Aug 31, 2026 | |
Saintess Anno In-game content text | We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game. | Triangle Cat Studio | - | Aug 31, 2026 | |
Dungeon Crawl 94: What Was Taken In-game content artaudio | Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay. | Underwood Studios | - | Aug 31, 2026 | |
My Snake Likes Apples In-game content audiotextcode | - Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant. | A Day of Europa | - | Aug 31, 2026 | |
Rifts of Cozmos Dev only artcode | As a solo developer I find use of AI to be one of my most prominent and efficient tools ever used.
I'm heavily relying on Gemini, Claude and QWEN to create my code snippets and review them. I also manually review their work from time to time.
Visual assets creation also rely on AI(NanoBanana2). Some of the assets are my sketches that has been polished to perfection by AI. Some are AI generated and hand-edited after and some, I'll be totally honest here, are fully AI generated, via meticulous prompt engineering and trial and errors.
I'm heavily opposed to using AI to create slop or mass produce clones of existing content. But I'm a firm believer that, when curated by talented individual with solid vision, it can achieve great results. | InvictusSpark | - | Aug 31, 2026 | |
System Arrival In-game content art | Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services. | ANLI GAMES | - | Aug 31, 2026 | |
Fake Hero In-game content artaudio | Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game. | Surprising Studio | - | Aug 31, 2026 |