This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries.
- Creator
- Paggart Studio
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,882 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.
This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries.
This game uses AI to generate the promotional/achievement images for Steam.
This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo. Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page.
Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors. Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Cellula was developed with the assistance of generative AI tools. The developer used AI to help write C++ code, generate 3D organelle models from text descriptions, and create UI button artwork. No AI-generated content appears in the final game without human modification, curation, and integration. This project is itself a demonstration of how AI can democratize game development — allowing a single developer with domain expertise but limited programming experience to build something that previously required a full studio. All game design, biological accuracy, educational content, and creative direction were provided by a human physician and educator.
Some sound effects and models were created with the assistance of AI tools.
Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements.
SFX, some Assets,cover,image,Music
The background images and blackberry pictures are pre-rendered AI art.
Generative AI was used to assist with the creation of some terrain textures, localization, and a limited number of icons.
This game uses AI-assisted tools during development to help draft and iterate pre-generated content such as puzzle stage layouts, UI text, store text, and implementation support. All game content is reviewed, edited, and finalized by the developer before release. The game does not generate AI content during gameplay.
AI-generated 3D models are used in the final scene of the game. AI-generated 2D artwork is used in the backstory scenes.
Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team.
This game is using generative AI for all the pictures in the game.
Some 2D art (character illustrations, menu and store background art) and marketing/store capsule images were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed, edited and approved by the developer. No generative AI runs live during gameplay.
Notice: AI-assisted development tools were used in the preparation and creation of the game mechanics, texts, and question catalog.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
Some sound effects were generated by AI.
"We used generative AI tools during the development of this game. Specifically, pre-generated AI tools were utilized to create and refine some of the 2D visual assets, including concept art, UI elements, and promotional store graphics. All AI-generated content was reviewed, edited, and curated by our team to ensure quality and compliance with Steam's content policies. The game itself does not generate any live AI content during runtime."
AI was used for music and some visual assets. No live AI is used in-game.
I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release. -> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase. -> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows.
Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement.
We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision. Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game. The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI. AI was also used to help translate the game into the available languages. The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision.
AI images by Midjourney,Chatgpt AI Music by SUNO, AI Voice by TTSMaker AI Video by Vidu AI translation by Chatgpt
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
On some card illustrations, ui panel borders.
Artificial intelligence is not used during gameplay. It is used only for pre-rendered textures.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization). AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
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.
Some in-game visual assets contain text translated with the assistance of AI tools
During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game.
7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5%
本作では、一部の3Dモデルや画像素材の制作に生成AIツールを使用しています。生成された素材は開発チームが調整・編集した上でゲーム内に使用しています。
All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI.
The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience.
The more complex background images in the game are AI-generated.
Generative AI was used in this game to help create some user interface visuals and sound effects.
All images and sounds in the game are generated by AI.
Artificial intelligence was utilized in the production of the store page, marketing materials, community assets, and certain in-game materials.
AI was used to create initial concept images for the main character (the funny copter). These images were then edited, redrawn and polished by a human artist. All other sprites, animations, backgrounds, sounds, music, and code in the game have nothing to do with AI.
Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay.
Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI.
Generative AI tools were used to assist in creating some of this game’s art assets.
Some assets in BRICK BUSTERS were created with the help of generative AI tools — including parts of the pixel art, some sound effects and music, and the translations of the in-game text. All AI-assisted content was reviewed and edited by hand before release.
一部分过场动画与图片素材使用了AI生成内容
Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product.
Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Doors of Illusion In-game content audio | This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries. | Paggart Studio | - | Jun 28, 2026 | |
Thirteen: Risk & Rogue In-game content art | This game uses AI to generate the promotional/achievement images for Steam. | Xunx | - | Jun 28, 2026 | |
Another Slop Game In-game content art | This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo.
Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page. | DAEVON | - | Jun 28, 2026 | |
Fading Reel In-game content text | Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors.
Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI. | Fadestrand Games | - | Jun 28, 2026 | |
Mycelium Conquest: Mitosis In-game content art | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | - | Jun 28, 2026 | |
Cellula In-game content artcode | Cellula was developed with the assistance of generative AI tools. The developer used AI to help write C++ code, generate 3D organelle models from text descriptions, and create UI button artwork. No AI-generated content appears in the final game without human modification, curation, and integration.
This project is itself a demonstration of how AI can democratize game development — allowing a single developer with domain expertise but limited programming experience to build something that previously required a full studio.
All game design, biological accuracy, educational content, and creative direction were provided by a human physician and educator. | Patrick Gallaway | - | Jun 28, 2026 | |
Ravengate: The King’s Last March In-game content audioart | Some sound effects and models were created with the assistance of AI tools. | Ravengate Games | - | Jun 28, 2026 | |
Cues From The Past In-game content audio | Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements. | Zrmdov | - | Jun 28, 2026 | |
Cozy Cleanup In-game content artaudio | SFX, some Assets,cover,image,Music | SIENTURE | - | Jun 28, 2026 | |
Sweetie Candy Maze: Blackberry In-game content art | The background images and blackberry pictures are pre-rendered AI art. | Cute Hannah's Games | - | Jun 28, 2026 | |
STATO In-game content arttext | Generative AI was used to assist with the creation of some terrain textures, localization, and a limited number of icons. | Scassius Systems | - | Jun 28, 2026 | |
FitBlocks~Wooden block puzzle~ In-game content text | This game uses AI-assisted tools during development to help draft and iterate pre-generated content such as puzzle stage layouts, UI text, store text, and implementation support.
All game content is reviewed, edited, and finalized by the developer before release. The game does not generate AI content during gameplay. | harusara22 | - | Jun 28, 2026 | |
Lune 13 In-game content art | AI-generated 3D models are used in the final scene of the game.
AI-generated 2D artwork is used in the backstory scenes. | Saphielle | - | Jun 28, 2026 | |
骰途地牢 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team. | HuangJianJian | - | Jun 28, 2026 | |
Silesian Wars In-game content art | This game is using generative AI for all the pictures in the game. | GenuiTX Bittner | - | Jun 28, 2026 | |
Squad Survivors In-game content art | Some 2D art (character illustrations, menu and store background art) and marketing/store capsule images were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed, edited and approved by the developer. No generative AI runs live during gameplay. | DevJunior | - | Jun 28, 2026 | |
Duel: The Game Show In-game content text | Notice: AI-assisted development tools were used in the preparation and creation of the game mechanics, texts, and question catalog. | Main Stage Games | - | Jun 28, 2026 | |
FOCUS In-game content art | FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime. | kuma-hacker | - | Jun 28, 2026 | |
梦乡 In-game content audio | Some sound effects were generated by AI. | J-Bean Studio | - | Jun 28, 2026 | |
Heroes And Zombies In-game content art | "We used generative AI tools during the development of this game. Specifically, pre-generated AI tools were utilized to create and refine some of the 2D visual assets, including concept art, UI elements, and promotional store graphics. All AI-generated content was reviewed, edited, and curated by our team to ensure quality and compliance with Steam's content policies. The game itself does not generate any live AI content during runtime." | Aspgame | - | Jun 28, 2026 | |
CUEQUENCE In-game content audioart | AI was used for music and some visual assets. No live AI is used in-game. | Bison Forge Interactive | - | Jun 28, 2026 | |
Vigilum In-game content art | I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release.
-> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase.
-> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows. | TXMSKA | - | Jun 28, 2026 | |
Mirror of Destiny In-game content art | Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement. | Fandoor Studio | - | Jun 28, 2026 | |
Parcel Empire In-game content artaudiotextcode | We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision.
Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game.
The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI.
AI was also used to help translate the game into the available languages.
The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision. | PexLab | - | Jun 28, 2026 | |
1000PRINCES: ChouChou Condo In-game content artaudiotext | AI images by Midjourney,Chatgpt
AI Music by SUNO,
AI Voice by TTSMaker
AI Video by Vidu
AI translation by Chatgpt | 琴研 Ginyan | - | Jun 28, 2026 | |
Scorched Dominion In-game content artaudio | Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay. | InfiniService | - | Jun 28, 2026 | |
Apprentice Ascending In-game content art | On some card illustrations, ui panel borders. | Bluebuck | - | Jun 28, 2026 | |
Skillbound In-game content art | Artificial intelligence is not used during gameplay. It is used only for pre-rendered textures. | 1337 Games | - | Jun 28, 2026 | |
Throne of Trials In-game content artaudiotextcode | This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand. | AtuRPG | - | Jun 28, 2026 | |
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 | |
Gone Exploring In-game content textart | Some in-game visual assets contain text translated with the assistance of AI tools | BCRC | - | Jun 28, 2026 | |
英雄与召唤 In-game content art | During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game. | 3 CAT | - | Jun 28, 2026 | |
7743 In-game content art | 7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5% | Stanislaw Truchowski | 11 | Jun 28, 2026 | |
がむしゃらギルド-Scrappy Guild- In-game content art | 本作では、一部の3Dモデルや画像素材の制作に生成AIツールを使用しています。生成された素材は開発チームが調整・編集した上でゲーム内に使用しています。 | GenGorouGames | - | Jun 28, 2026 | |
Chicken Battlefield In-game content arttextaudio | All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction. | chickenbattlefielddevs | - | Jun 28, 2026 | |
The Inducted In-game content art | The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI. | Vilo Games | - | Jun 28, 2026 | |
Les Ombres de Dry Creek In-game content art | The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience. | Pascal Ragaigne | - | Jun 28, 2026 | |
Relic Restorer In-game content art | The more complex background images in the game are AI-generated. | Gary Frost | - | Jun 28, 2026 | |
Hosting Simulator: 2026 In-game content artaudio | Generative AI was used in this game to help create some user interface visuals and sound effects. | Xraus Games | - | Jun 28, 2026 | |
绿茵少女 In-game content artaudio | All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 28, 2026 | |
The Unskilled In-game content arttext | Artificial intelligence was utilized in the production of the store page, marketing materials, community assets, and certain in-game materials. | Art Core Interactive | - | Jun 28, 2026 | |
Copter Dude In-game content art | AI was used to create initial concept images for the main character (the funny copter). These images were then edited, redrawn and polished by a human artist. All other sprites, animations, backgrounds, sounds, music, and code in the game have nothing to do with AI. | Scangine Games | - | Jun 28, 2026 | |
Grand Vista Hotel In-game content art | Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay. | Games of Nilsson | - | Jun 28, 2026 | |
Centuria Quest In-game content arttextcode | Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI. | Kalemodo | - | Jun 28, 2026 | |
Martial Soul Arena In-game content art | Generative AI tools were used to assist in creating some of this game’s art assets. | Aoyou Studio | - | Jun 28, 2026 | |
Brick Busters In-game content artaudiotext | Some assets in BRICK BUSTERS were created with the help of generative AI tools — including parts of the pixel art, some sound effects and music, and the translations of the in-game text. All AI-assisted content was reviewed and edited by hand before release. | NPC AT WORK | - | Jun 28, 2026 | |
外婆的手账本 In-game content art | 一部分过场动画与图片素材使用了AI生成内容 | 伴心制作组 | - | Jun 28, 2026 | |
Echo's of the Dark Part 2 Escaping From Asylum In-game content art | Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product. | 57Game Studio | - | Jun 28, 2026 | |
O Último Brasileiro In-game content audio | Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me. | Estúdio Coração | - | Jun 28, 2026 | |
Hunters Trial : One Breath In-game content art | Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface. | White Iron Games | - | Jun 28, 2026 |