AI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI.
- Creator
- Astra Render
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,893 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 was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI.
The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay.
Some art and music in Cookiesaner were created with AI-assisted tools: Image generation for sprites and backdrops, and AI-assisted music, then curated, edited, and finished by the solo developer alongside hand-craft and original composition. No AI-generated content is created at runtime; every asset is fixed and reviewed before it ships.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution.
Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic.
This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay.
This game uses AI-generated artwork.
Digital assets such as sprites, SFX and music use generative AI.
Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers.
This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay. AI-generated content has been used to enhance and enrich the in-game experience.
AI was used to help modifying and creating part of text translation / visual / sound assets.
Some backgrounds and translations in this work were created using generative AI.
The game to contain art assets generated by artificial intelligence
This game uses gen-AI images for menus and marketing images/videos...
The promotional images, image graphics, and library asset images of the game are rendered using AI, with the main elements being in-game content and only rendering the atmosphere. Other game models, scenes, and music did not use AI.
Track-select card thumbnails (one image per race track) are AI-generated, pre-rendered JPEGs included in the bundled web build. These are static decorative thumbnails, not generated at runtime. No other in-game content uses generative AI.
Some images in this game were generated with the assistance of AI tools during development.
As a small independent development team, we used generative AI as a supporting production tool during development. All creative direction, game design, asset selection, editing, integration, and final approval were handled by the development team. AI-generated material was reviewed and modified by the developers before being included in the game. The game does not generate AI content during gameplay.
Imperium is a solo-developed game that makes extensive use of generative AI to create its content: • Visual art and graphical assets — planet surfaces, buildings, species and ship artwork, interface art, and store/marketing imagery — were generated using Midjourney and ChatGPT, then extensively edited, composited, and refined by hand in Photoshop (including Photoshop's AI tools) to fit the game's art direction. • Music was generated using Suno. • Sound effects were generated using ElevenLabs. Every asset is reviewed, edited, and approved by the developer before it ships, and the game's design, systems, and balance are the developer's own. Imperium's in-game opponents use traditional algorithmic AI, not generative AI.
The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...)
人物头像、少量图标以及音乐
Generative AI tools (Gemini) were used to assist in creating marketing materials and capsule images for the Steam store page. Additionally, AI was utilized for in-game text translation and localization. No in-game visual assets were generated by AI, and there is no live AI generation during gameplay.
Some visual assets in this game were created with the assistance of generative AI tools.
Generative AI was used as an assistive tool during certain stages of visual asset creation. The overall design, direction, editing, and final composition of the work were created and managed by the developer.
AI was used to translate the game's texts into other languages.
Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer.
"AI tools (Leonardo AI) were used to generate some concept art and UI textures during development. AI tools (Gemini) were used to generate background music assets. All assets were pre-generated before being integrated into the game."
RoundyWheels uses AI-generated Music
AI tools were only used in the development phase for code, textures, texts, audio and music production. There is no player-accessible AI generation feature or external AI service connection in the released game, and all built-in content has passed full manual compliance review.
Some visual/audio assets, text content, and development assistance were created with AI tools and then reviewed, modified, and integrated by the developer.
AI was used to assist with the localization (translation) of this game.
In this game, some visuals and sounds were generated by artificial intelligence.
"Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players."
Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models.
Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one.
Generative AI tools were used to provide secondary assistance in creating some 2D concept art, background images, and UI texture components during the development process.
Generative AI tools were used during the development process to assist in writing code, creating speech, sound effects, and 3D assets. No generative AI is used during actual gameplay.
AI was used to generate voices for the characters in this game. AI was heavily used in the work of translating from English to other languages.
Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay.
The English version of the game was translated by artificial intelligence.
Some UI sprites and sound effects were created with the assistance of generative AI tools.
Some of the Generals' portraits were created using AI.
Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay.
Some animations and effects use AI
Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually.
AI tools were used to assist with parts of the game's code, the drafting of narrative and dialogue content, and initial translations of in-game and store page text. All AI-assisted output has been reviewed and edited by the development team.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
We used AI to concept in-gamу backgrounds and sromo materials.
some textures were generated with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Paleo Dive In-game content art | AI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI. | Astra Render | - | Jun 28, 2026 | |
We Grow Together In-game content arttext | The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay. | Mr.Panda01 | - | Jun 28, 2026 | |
Cookiesaner In-game content artaudio | Some art and music in Cookiesaner were created with AI-assisted tools: Image generation for sprites and backdrops, and AI-assisted music, then curated, edited, and finished by the solo developer alongside hand-craft and original composition. No AI-generated content is created at runtime; every asset is fixed and reviewed before it ships. | Endorfin | - | Jun 28, 2026 | |
Nonogram Detective In-game content | This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game. | Detective Barry | - | Jun 28, 2026 | |
1930: Tinta & Balas In-game content art | The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution. | CronusDev | - | Jun 28, 2026 | |
Seven Stops: A Trotillions Story In-game content art | Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic. | StViga | - | Jun 28, 2026 | |
STEEL PHANTOMS In-game content textart | This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay. | ZAMJARAH STUDIO | - | Jun 28, 2026 | |
我的悟空 In-game content art | This game uses AI-generated artwork. | https://steamcommunity.com/groups/mywukong | - | Jun 28, 2026 | |
Dungeon Break In-game content artaudio | Digital assets such as sprites, SFX and music use generative AI. | ShadowBroker | - | Jun 28, 2026 | |
LostEcho In-game content artaudio | Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers. | DominamCheng | - | Jun 28, 2026 | |
Destination Gemini In-game content audioart | This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay.
AI-generated content has been used to enhance and enrich the in-game experience. | Hubert Cachat | - | Jun 28, 2026 | |
Throughspire In-game content textartaudio | AI was used to help modifying and creating part of text translation / visual / sound assets. | MetaMata | - | Jun 28, 2026 | |
Re.がんばりみのりこ ~お姉ちゃんの試練~ In-game content arttext | Some backgrounds and translations in this work were created using generative AI. | Tosa Laboratory | - | Jun 28, 2026 | |
Push It! In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | - | Jun 28, 2026 | |
Padel Pro World Tour In-game content art | This game uses gen-AI images for menus and marketing images/videos... | Intelectiva Soluciones Innovadoras SL | - | Jun 28, 2026 | |
勇之证 In-game content art | The promotional images, image graphics, and library asset images of the game are rendered using AI, with the main elements being in-game content and only rendering the atmosphere.
Other game models, scenes, and music did not use AI. | BURN WOOD STUDIO | - | Jun 28, 2026 | |
Punk Racer In-game content art | Track-select card thumbnails (one image per race track) are AI-generated, pre-rendered JPEGs included in the bundled web build. These are static decorative thumbnails, not generated at runtime. No other in-game content uses generative AI. | RatKing Labs | - | Jun 28, 2026 | |
Chinese Pancake Simulator In-game content art | Some images in this game were generated with the assistance of AI tools during development. | Furnace Hound Games | - | Jun 28, 2026 | |
Mangrove Express In-game content arttextcode | As a small independent development team, we used generative AI as a supporting production tool during development.
All creative direction, game design, asset selection, editing, integration, and final approval were handled by the development team. AI-generated material was reviewed and modified by the developers before being included in the game.
The game does not generate AI content during gameplay. | Dig Up Indie | - | Jun 28, 2026 | |
Imperium In-game content artaudio | Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI. | Petroff Games | - | Jun 28, 2026 | |
Sheep Move Together In-game content art | The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...) | Shepherd | 10 | Jun 28, 2026 | |
万象战略 In-game content artaudio | 人物头像、少量图标以及音乐 | MeleePsycho | - | Jun 28, 2026 | |
Compendium of the Sundial: An Interactive Astronomy Guide In-game content text | Generative AI tools (Gemini) were used to assist in creating marketing materials and capsule images for the Steam store page. Additionally, AI was utilized for in-game text translation and localization. No in-game visual assets were generated by AI, and there is no live AI generation during gameplay. | TelePortal Studio | - | Jun 28, 2026 | |
妖潮:以杀证道 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools. | WhaleRise Studio | - | Jun 28, 2026 | |
久遠ゆうの事件簿 信長編 - Episode 1 In-game content art | Generative AI was used as an assistive tool during certain stages of visual asset creation. The overall design, direction, editing, and final composition of the work were created and managed by the developer. | studio mabou | - | Jun 28, 2026 | |
Floor 12: The Delivery In-game content text | AI was used to translate the game's texts into other languages. | Gvn Games | - | Jun 28, 2026 | |
Cogfall In-game content artaudio | Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer. | Nodding Panda Studios | - | Jun 28, 2026 | |
NOXE In-game content artaudio | "AI tools (Leonardo AI) were used to generate some concept art and UI textures during development. AI tools (Gemini) were used to generate background music assets. All assets were pre-generated before being integrated into the game." | DSX | - | Jun 28, 2026 | |
Roundy Wheels In-game content audio | RoundyWheels uses AI-generated Music | Jarosław Chrobak | - | Jun 28, 2026 | |
心灵阈值 In-game content arttextaudio | AI tools were only used in the development phase for code, textures, texts, audio and music production. There is no player-accessible AI generation feature or external AI service connection in the released game, and all built-in content has passed full manual compliance review. | 岚爱万七 | - | Jun 28, 2026 | |
AR Basketball In-game content artaudiotext | Some visual/audio assets, text content, and development assistance were created with AI tools and then reviewed, modified, and integrated by the developer. | Quantel Jackson | - | Jun 28, 2026 | |
Cats & Rhythmical Restaurant In-game content text | AI was used to assist with the localization (translation) of this game. | 2phase | - | Jun 28, 2026 | |
Placefall In-game content artaudio | In this game, some visuals and sounds were generated by artificial intelligence. | Halvenor | - | Jun 28, 2026 | |
无限R-放置赛车 Infinite R: Idle Racing In-game content text | "Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players." | VoidSlash Games | - | Jun 28, 2026 | |
Unheenged In-game content codeaudioart | Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models. | Half Slice Studio | - | Jun 28, 2026 | |
Jugger In-game content art | Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one. | Knorrmal Games | - | Jun 28, 2026 | |
RustPlow In-game content art | Generative AI tools were used to provide secondary assistance in creating some 2D concept art, background images, and UI texture components during the development process. | HASFOUR | - | Jun 28, 2026 | |
Phobopetra In-game content textaudioart | Generative AI tools were used during the development process to assist in writing code, creating speech, sound effects, and 3D assets. No generative AI is used during actual gameplay. | Parano Game Studios | - | Jun 28, 2026 | |
Deadly Match In-game content audiotext | AI was used to generate voices for the characters in this game. AI was heavily used in the work of translating from English to other languages. | Belba Games PTY LTD | - | Jun 28, 2026 | |
Pun-ishment In-game content art | Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay. | JSC-STUDIO | - | Jun 28, 2026 | |
The Exchange Manager In-game content text | The English version of the game was translated by artificial intelligence. | The Black Swan | - | Jun 28, 2026 | |
Puzzle Together: Around The World In-game content artaudio | Some UI sprites and sound effects were created with the assistance of generative AI tools. | MEØN | - | Jun 28, 2026 | |
三國鼎立Online Remastered In-game content art | Some of the Generals' portraits were created using AI. | Chinesegamer | 79 | Jun 28, 2026 | |
Cursed Merchant of Kyoto In-game content art | Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay. | aomaru works | - | Jun 28, 2026 | |
灰界年代记 In-game content art | Some animations and effects use AI | 重黎游戏 | - | Jun 28, 2026 | |
Casa de Cuy: A Finca Full of Fluff In-game content text | Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually. | Starline Arcade | - | Jun 28, 2026 | |
猫猫特工队:代号伍 In-game content textcode | AI tools were used to assist with parts of the game's code, the drafting of narrative and dialogue content, and initial translations of in-game and store page text. All AI-assisted output has been reviewed and edited by the development team. | Yuchu Games | - | Jun 28, 2026 | |
The Shadow In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
Selena's Charm 2: Enchanted Garden In-game content art | We used AI to concept in-gamу backgrounds and sromo materials. | Best Place Apps | - | Jun 28, 2026 | |
Dream to Millennium | 梦回千禧 In-game content art | some textures were generated with AI | 男人40玩说唱 | - | Jun 28, 2026 |