AI was used to assist with complex coding elements and to process a few specific 3D models for the game.
- Creator
- NeoRolland
- 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 was used to assist with complex coding elements and to process a few specific 3D models for the game.
AI-assisted tools were used for one in-game hand sprite; the rest of the in-game art is hand-drawn. AI-assisted tools were also used for some store/promotional artwork, some music and sound effects, localization assistance, and coding assistance. All AI-assisted content was reviewed, edited, and integrated manually by the developer.
The development of The Utopian Project makes limited use of AI-assisted tools during early production, primarily for concept exploration and background asset iteration. All final content is curated, reviewed, and integrated by the development team.
The game to contain art assets generated by artificial intelligence
Since our team is very small, due to a lack of certain skills and time, for now we had to use AI to create some of the icons and music in our game, as placeholders that will be replaced by handcrafted art in the future. All other visual content was created by real people.
AI was used to create the voice for the ship's AI.
Generative AI was used during development to help with text editing and minor code debugging (mostly because I’m a solo indie dev and needed a hand). AI is not used in the game itself - all gameplay systems, content, and behavior are handcrafted and not generated in real time.
This game includes content created with generative AI during development. No content is generated live during gameplay. Music: Some background music tracks were created using music generation AI (e.g. Suno AI). Images: Some illustrations and background images were created using image generation AI. This includes works created by the developer as well as works submitted by third parties through an open call and individual commissions. For submitted works, contributors confirmed the AI tools and external assets used, their ownership of necessary rights, that no third-party rights are infringed, and that commercial use is permitted.
Ai has been used in the creation of some images used for marketing or in-game (such as loading screens).
AI is used to create some previews and to post-process some images.
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.
Steam store page text generation
Some promotional visuals were created using generative AI tools and were then manually edited.
Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts.
Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag). Portions of the store page text and the game’s music were created with the assistance of generative AI tools.
Musical support. Dialogues.
Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent. All of it has been manually reviewed and has had corrections applied where needed.
ChatGPT was used to create trophies for the trophy case. All in-game art was created myself using Photoshop. The splash page was created by my part-time artist. She bought imagery from istockphoto, and asked me to generate the 3D aircraft renderings, which I did using Unity3D. To the very best of my knowledge, AI was ONLY used to generate the 20 trophies.
Logo image is generated by AI
AI assisted in programming and art generation for this game.
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!
Scroll of Cards used AI to assist during development.
As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released.
We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay.
AI is used to enhance the store page description(s).
Use of UI Assets and Visual Elements The game uses a combination of custom-made assets and assisted tools for certain visual elements. Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game. This includes: small UI icons damage indicators ability cards and card elements UI cards and visual overlays promotional banners for the Steam store All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction. Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game.
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.
All character voices were generated by AI during development. Some graphic resources were generated by AI in the case of posters
Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore. All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time.
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.
This game uses AI technology for the following purposes: - Generation of some assets - Assistance in text and scenario creation - Programming assistance for development efficiency - Efficient automated game testing No player personal data is sent to AI systems.
In the early stage of the game, DeepSeek was used to draw the basic template of the game. In the middle stage, Cursor was used to continue writing and optimizing the game code. All the in-game pictures were generated by Wenxin and Qianwen, and remove.bg was used to cut out the images. The in-game background music was created by Suno, and the in-game attack sound effects were recorded from the video music in Wenxin.
Graphics generated by AI
The game's soundtrack includes tracks produced with the help of AI-based music generation tools.
I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai.
Includes AI‑assisted artwork.
Background art
AI generates a few images and icons, reviewed manually.
Used for creating some promotional and marketing materials.
We use AI tools to generate initial character concepts and static base sprites. These generated images serve as a foundation and are subsequently manually edited, processed, rigged, and animated by hand using 2D animation software to create the final assets seen in the game.
Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity.
AI generation was partially used to create marketing materials. The game itself is handcrafted.
In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated. In our assets on the shop page, the globe that Atlas is holding has been edited using AI.
Some images used to promote this game are artificially created.
The texture for carpet and wallpaper were generated before being overhauled by hand by myself. No other assets are AI generated.
Some 2D illustrations and title screens in the game were produced using AI. Other resources were created and used by asset.
LLMs were used in the localization of the store page and the game.
Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay.
Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania.
AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images). This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Temlegen: System Breakdown Dev only codeart | AI was used to assist with complex coding elements and to process a few specific 3D models for the game. | NeoRolland | - | Mar 18, 2026 | |
Just One More Link In-game content artaudiotextcode | AI-assisted tools were used for one in-game hand sprite; the rest of the in-game art is hand-drawn. AI-assisted tools were also used for some store/promotional artwork, some music and sound effects, localization assistance, and coding assistance. All AI-assisted content was reviewed, edited, and integrated manually by the developer. | Blagine | - | Mar 18, 2026 | |
THE UTOPIAN PROJECT Dev only art | The development of The Utopian Project makes limited use of AI-assisted tools during early production, primarily for concept exploration and background asset iteration. All final content is curated, reviewed, and integrated by the development team. | 420 Game Studios | - | Mar 18, 2026 | |
Wasteland with Robots In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 34 | Mar 18, 2026 | |
Dystopian Pet Simulator In-game content artaudio | Since our team is very small, due to a lack of certain skills and time, for now we had to use AI to create some of the icons and music in our game, as placeholders that will be replaced by handcrafted art in the future. All other visual content was created by real people. | dinca.team | 48 | Mar 18, 2026 | |
Protocol Solari: Escape Room In-game content audio | AI was used to create the voice for the ship's AI. | Overbrook Games | 13 | Mar 18, 2026 | |
Gravscape Dev only textcode | Generative AI was used during development to help with text editing and minor code debugging (mostly because I’m a solo indie dev and needed a hand).
AI is not used in the game itself - all gameplay systems, content, and behavior are handcrafted and not generated in real time. | Kirocet Studio | - | Mar 18, 2026 | |
第九惑星 In-game content audioart | This game includes content created with generative AI during development. No content is generated live during gameplay.
Music: Some background music tracks were created using music generation AI (e.g. Suno AI).
Images: Some illustrations and background images were created using image generation AI.
This includes works created by the developer as well as works submitted by third parties through an open call and individual commissions. For submitted works, contributors confirmed the AI tools and external assets used, their ownership of necessary rights, that no third-party rights are infringed, and that commercial use is permitted. | haizai | - | Mar 18, 2026 | |
Downfall MMORPG In-game content art | Ai has been used in the creation of some images used for marketing or in-game (such as loading screens). | Rainmade Games | 75 | Mar 18, 2026 | |
Ironsphere Store/marketing art | AI is used to create some previews and to post-process some images. | Jemie | - | 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 | |
POSTERIOR Store/marketing text | Steam store page text generation | METEHAN SAHIN | - | Mar 18, 2026 | |
Last Planet Store/marketing art | Some promotional visuals were created using generative AI tools and were then manually edited. | Vertices Art Studio | - | Mar 18, 2026 | |
Prime Protocol Store/marketing codeart | Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts. | Prime Protocol Interactive | - | Mar 18, 2026 | |
Princess Khalifa: Legacy of Wrath In-game content arttextaudio | Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag).
Portions of the store page text and the game’s music were created with the assistance of generative AI tools. | Cag | - | Mar 18, 2026 | |
KharkivVision 2035 In-game content audiotext | Musical support.
Dialogues. | One Human Games | - | Mar 18, 2026 | |
Double Agenda - Inspired by True Events In-game content arttext | Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent.
All of it has been manually reviewed and has had corrections applied where needed. | ANDESTRAT | - | Mar 18, 2026 | |
Approach Control: Remastered In-game content art | ChatGPT was used to create trophies for the trophy case. All in-game art was created myself using Photoshop. The splash page was created by my part-time artist. She bought imagery from istockphoto, and asked me to generate the 3D aircraft renderings, which I did using Unity3D. To the very best of my knowledge, AI was ONLY used to generate the 20 trophies. | Big Fat Simulations Inc. | - | Mar 18, 2026 | |
Quantum Brain Store/marketing art | Logo image is generated by AI | Quantum Brain Games | - | Mar 18, 2026 | |
Wireless In-game content artcode | AI assisted in programming and art generation for this game. | RoboXero Studios | - | 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 | |
Scroll of Cards: Draft and Ascend Dev only | Scroll of Cards used AI to assist during development. | Nothing Games | - | Mar 18, 2026 | |
They Shall Not Loop Store/marketing art | As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released. | Elite Gorgon Games | - | Mar 18, 2026 | |
Rise of the Cones: Planetary Defense Store/marketing arttextcode | We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay. | Baris Lab | 28 | Mar 18, 2026 | |
FastBall 2 Store/marketing text | AI is used to enhance the store page description(s). | Creamative | - | Mar 18, 2026 | |
MELLDESTROY In-game content art | Use of UI Assets and Visual Elements
The game uses a combination of custom-made assets and assisted tools for certain visual elements.
Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game.
This includes:
small UI icons
damage indicators
ability cards and card elements
UI cards and visual overlays
promotional banners for the Steam store
All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction.
Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game. | CUBE studio | - | 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 | |
SISTER LACE In-game content audioart | All character voices were generated by AI during development.
Some graphic resources were generated by AI in the case of posters | Gonzalo Adriel Faraldo | - | Mar 18, 2026 | |
Mutant Survivors In-game content arttext | Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore.
All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time. | Macro Software | - | 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 | |
FRAGMENT FANTASY SHORT -N- In-game content arttextcode | This game uses AI technology for the following purposes:
- Generation of some assets
- Assistance in text and scenario creation
- Programming assistance for development efficiency
- Efficient automated game testing
No player personal data is sent to AI systems. | えむげん | - | Mar 18, 2026 | |
Interstellar Hunter In-game content artaudiocode | In the early stage of the game, DeepSeek was used to draw the basic template of the game. In the middle stage, Cursor was used to continue writing and optimizing the game code. All the in-game pictures were generated by Wenxin and Qianwen, and remove.bg was used to cut out the images. The in-game background music was created by Suno, and the in-game attack sound effects were recorded from the video music in Wenxin. | HUANG DI | - | Mar 18, 2026 | |
Hexa Merge Unclear art | Graphics generated by AI | Andre Nothof | - | Mar 18, 2026 | |
Warp Mania In-game content audio | The game's soundtrack includes tracks produced with the help of AI-based music generation tools. | DNA Games Studio | - | Mar 18, 2026 | |
Cube Dodger 3D In-game content arttext | I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai. | Darren Keathley | - | Mar 18, 2026 | |
StormBonk Unclear art | Includes AI‑assisted artwork. | Edenvind | - | Mar 18, 2026 | |
Error: Girlfriend Not Found Unclear | Background art | Byte Me Studios | 12 | Mar 18, 2026 | |
Stellar Industrialist In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | 17 | Mar 18, 2026 | |
Foundation: Galactic Frontier Store/marketing art | Used for creating some promotional and marketing materials. | FunPlus International AG | - | Mar 18, 2026 | |
The X-Type In-game content art | We use AI tools to generate initial character concepts and static base sprites. These generated images serve as a foundation and are subsequently manually edited, processed, rigged, and animated by hand using 2D animation software to create the final assets seen in the game. | BinaryWriter | - | Mar 18, 2026 | |
THE KULKA Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | - | Mar 18, 2026 | |
Mindcage: Override Store/marketing art | AI generation was partially used to create marketing materials. The game itself is handcrafted. | Kuts Labs | - | Mar 18, 2026 | |
BND Legenden: Operation Blackbox In-game content art | In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated.
In our assets on the shop page, the globe that Atlas is holding has been edited using AI. | Umami Creative GmbH | 23 | Mar 18, 2026 | |
Tristar Mania Store/marketing art | Some images used to promote this game are artificially created. | FrenzyPenguin Media | - | Mar 18, 2026 | |
Trash Talkers In-game content art | The texture for carpet and wallpaper were generated before being overhauled by hand by myself. No other assets are AI generated. | Ryyson Games | - | Mar 18, 2026 | |
Project : Diaspora In-game content art | Some 2D illustrations and title screens in the game were produced using AI.
Other resources were created and used by asset. | Task Company | - | Mar 18, 2026 | |
R.I.P. In-game content text | LLMs were used in the localization of the store page and the game. | Sandy | - | Mar 18, 2026 | |
Steelarchy In-game content arttext | Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay. | Fragment Labs | - | Mar 18, 2026 | |
Aroya Knight In-game content artcode | Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania. | Ofir Aroya | - | Mar 18, 2026 | |
Outlanders In-game content art | AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images).
This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually. | Solo Game Dev | - | Mar 18, 2026 |