It has been used in the store page images.
- Creator
- cnsgames
- Reviews
- -
- Added
- Sep 15, 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.
It has been used in the store page images.
Generative AI tools were used during development to assist with the creation of visual assets (backgrounds, character art, and UI elements), draft narrative ideas, and compose the background music. All generated visual and text materials were curated, manually edited, and refined by the developer.
This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game. AI is not used to generate content in real time during gameplay.
AI has been used to help develop the game's cover art.
The images, music, and animation content in the game were created using AI.
Generative AI tools were used during development to create selected pre-generated textures, sound effects, and promotional artwork. These materials are used as individual components within the game and its marketing rather than being generated dynamically. AI-assisted materials are selected, edited, adapted, composed, and integrated by the developer to fit the game's original visual and audio direction. The game's design, gameplay systems, implementation, world building, and overall creative direction are developed by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
This game used AI assistance in the early stage of art assets.
As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
Some promotional concept artwork was generated by AI, no AI is used in-game.
The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game.
Music, backgrounds, and UI interfaces created using generative AI.
Generative AI was used to create some content for the game, including cutscenes and related visual materials.
Generative AI was used during development to assist with some text content and programming code, and to create some 3D models and textures used in the game. All AI-generated and AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used to create content during gameplay.
This game utilises AI for generating marketing materials and in-game paintings.
In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly. In terms of music, AI generation was used directly.
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration. ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design. As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals.
Some AI was used to generate marketing images and in-game content, including music and art. This game would not be possible for a 1-person studio without such tools.
I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI.
Generative AI was used to create some of the game's graphics and sound assets.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Some 3D surface and object textures were created using AI image generation tools.
Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team.
Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets. All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials.
Text, some textures
Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play.
We used AI tools during development: part of the source code was written with an AI assistant, and part of the pixel art was generated with PixelLab. Everything was reviewed, edited and tested by the developer by hand. The game generates nothing at runtime — all content is fixed in the build and identical for every player.
Some visual assets, icons, and artwork in this game were created or refined with the assistance of generative AI. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. No AI-generated content is created during gameplay, and the game does not rely on AI services while being played.
Helped with coding the games functionality.
AI was used to create the Steam page design based on in-game 3D models.
The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over. All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running.
Generative AI was used to assist in the creation of some graphical and marketing assets for the game and its Steam store page. All AI-assisted content was reviewed and selected by the developer before being included in the final product.
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
I made Signs then used ai to make multiple designs off my artwork to speed up excess signs, ect
Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime.
Some of the game's art and audio assets were generated using AI, and the promotional images on the store page are based on AI-generated content.
Generative AI was used to assist in the creation of some pre-generated promotional artwork for the Steam store page. ModuleZ does not use generative AI to generate content during gameplay.
Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
The coding process used artificial intelligence, to allow the creator to focus on the creative aspects of game development. All art, story, mechanics, balancing, and creative direction is human-made.
Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime.
Jumpshot uses some AI-assisted tools during development.
Some character voices in the game were generated using AI voice technology. AI was used only to generate pre-recorded character dialogue. No AI-generated content is created dynamically during gameplay.
Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to assist with and expedite programming and coding tasks.
This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization.
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
按钮、图标、合成物品、背景使用了AI技术
Some in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Climb Up Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Sep 15, 2026 | |
Time For Changes In-game content arttextaudio | Generative AI tools were used during development to assist with the creation of visual assets (backgrounds, character art, and UI elements), draft narrative ideas, and compose the background music. All generated visual and text materials were curated, manually edited, and refined by the developer. | Wedared Game Studio | - | Sep 15, 2026 | |
Hell Ascension In-game content artaudio | This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game.
AI is not used to generate content in real time during gameplay. | JehemStudio | - | Sep 15, 2026 | |
Archer Survivors Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 15, 2026 | |
九州 In-game content artaudio | The images, music, and animation content in the game were created using AI. | FangXueHui | - | Sep 15, 2026 | |
I'll Keep It In-game content artaudio | Generative AI tools were used during development to create selected pre-generated textures, sound effects, and promotional artwork. These materials are used as individual components within the game and its marketing rather than being generated dynamically.
AI-assisted materials are selected, edited, adapted, composed, and integrated by the developer to fit the game's original visual and audio direction. The game's design, gameplay systems, implementation, world building, and overall creative direction are developed by the developer.
No generative AI is used during gameplay, and the game does not connect to external AI services while running. | IBEXOPUS | - | Sep 15, 2026 | |
烹之道-北境烟火 Unclear art | This game used AI assistance in the early stage of art assets. | 大连喵屋动漫有限公司 | - | Sep 15, 2026 | |
Fuse Rush In-game content art | As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels. | ApeRockt | - | Sep 15, 2026 | |
Wych Ring Store/marketing art | Some promotional concept artwork was generated by AI, no AI is used in-game. | Chad Steingraber | - | Sep 15, 2026 | |
Bandit: Tape it! Store/marketing art | The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game. | Unal Bellikli | - | Sep 15, 2026 | |
轮回小队 In-game content audioart | Music, backgrounds, and UI interfaces created using generative AI. | 羽于翼 | - | Sep 15, 2026 | |
Titanic Survival Simulator Together In-game content art | Generative AI was used to create some content for the game, including cutscenes and related visual materials. | CONSANN | - | Sep 15, 2026 | |
bar-hopping-bear- In-game content textcodeart | Generative AI was used during development to assist with some text content and programming code, and to create some 3D models and textures used in the game. All AI-generated and AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used to create content during gameplay. | Rojiura Studio | - | Sep 15, 2026 | |
VHS Tapes In-game content art | This game utilises AI for generating marketing materials and in-game paintings. | DogHat Games | - | Sep 15, 2026 | |
Wuju Division In-game content artaudio | In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly.
In terms of music, AI generation was used directly. | MIRALIM STUDIO | - | Sep 15, 2026 | |
ECHO//syntax Dev only code | I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy. | CHROMAGEM Games | - | Sep 14, 2026 | |
无冕之龙 | Uncrowned Dragon In-game content artaudiotext | Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals. | Watchman Games(守夜人工作室) | - | Sep 13, 2026 | |
The Vessel In-game content artaudio | Some AI was used to generate marketing images and in-game content, including music and art.
This game would not be possible for a 1-person studio without such tools. | Fist Pump Games | - | Sep 13, 2026 | |
Grimlife In-game content audioarttext | I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI. | Arkitech | - | Sep 13, 2026 | |
Civilization Alchemy In-game content artaudio | Generative AI was used to create some of the game's graphics and sound assets. | NovaScreen | - | Sep 13, 2026 | |
PullMeUp! In-game content arttext | Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation. | Murat Akin | - | Sep 13, 2026 | |
Society Ciphers: The Invisible Man In-game content art | Some 3D surface and object textures were created using AI image generation tools. | Nando Works | - | Sep 13, 2026 | |
Pig Up In-game content artaudio | Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team. | MinghanWang | - | Sep 13, 2026 | |
Tajang In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets.
All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials. | Algoin Tech Sdn. Bhd. | - | Sep 13, 2026 | |
メリーさん New Testament Unclear text | Text, some textures | Hyde | - | Sep 13, 2026 | |
Spotage In-game content art | Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play. | CryDream | - | Sep 13, 2026 | |
Don't duck with me Dev only codeart | We used AI tools during development: part of the source code was written with an AI
assistant, and part of the pixel art was generated with PixelLab. Everything was
reviewed, edited and tested by the developer by hand. The game generates nothing at
runtime — all content is fixed in the build and identical for every player. | catana games | - | Sep 13, 2026 | |
INVERT: The Fracture In-game content art | Some visual assets, icons, and artwork in this game were created or refined with the assistance of generative AI. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. No AI-generated content is created during gameplay, and the game does not rely on AI services while being played. | Rahib Games | - | Sep 13, 2026 | |
Starling Ascent Dev only code | Helped with coding the games functionality. | Roamy Games | - | Sep 13, 2026 | |
The Orb In-game content art | AI was used to create the Steam page design based on in-game 3D models. | Equilibrium | - | Sep 13, 2026 | |
DARK PGT 2 In-game content audio | The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over.
All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running. | ZERO5GAMES | - | Sep 13, 2026 | |
SpaceFabrica Store/marketing art | Generative AI was used to assist in the creation of some graphical and marketing assets for the game and its Steam store page. All AI-assisted content was reviewed and selected by the developer before being included in the final product. | Stefanowsky | - | Sep 13, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
The Long Freeze In-game content art | I made Signs then used ai to make multiple designs off my artwork to speed up excess signs, ect | Outlaw Games | - | Sep 12, 2026 | |
PLEASE STOP THE RAIN In-game content artaudio | Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime. | Missroot | - | Sep 12, 2026 | |
言葉遠征 ~~日语学习RPG~~ In-game content artaudio | Some of the game's art and audio assets were generated using AI, and the promotional images on the store page are based on AI-generated content. | KonaGames | - | Sep 12, 2026 | |
ModuleZ Store/marketing art | Generative AI was used to assist in the creation of some pre-generated promotional artwork for the Steam store page. ModuleZ does not use generative AI to generate content during gameplay. | IMTESOWL SOFTWARE | - | Sep 12, 2026 | |
Fable Gear In-game content text | Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services. | Milasuke | - | Sep 12, 2026 | |
Delved Too Deep Dev only code | The coding process used artificial intelligence, to allow the creator to focus on the creative aspects of game development. All art, story, mechanics, balancing, and creative direction is human-made. | Peter Kuna | - | Sep 12, 2026 | |
Boomfrog: Journey Through the Wild Realms In-game content text | Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime. | D3a1hXSaga Studios | - | Sep 12, 2026 | |
Jumpshot Dev only | Jumpshot uses some AI-assisted tools during development. | Jack Wilds | - | Sep 12, 2026 | |
Nightmare Horror Investigation In-game content audio | Some character voices in the game were generated using AI voice technology. AI was used only to generate pre-recorded character dialogue. No AI-generated content is created dynamically during gameplay. | AaronMax! Games Studio | - | Sep 12, 2026 | |
Deep Fishing In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Aodette Games | - | Sep 12, 2026 | |
The Halloway Haunting Dev only code | Generative AI tools were used during development to assist with and expedite programming and coding tasks. | New Bones Studios | - | Sep 12, 2026 | |
Prompt Crisis Live AI textart | This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization. | Second Reality | - | Sep 12, 2026 | |
Cat Undead Island In-game content arttext | We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime. | SG GAMES | - | Sep 12, 2026 | |
Ramen Shop in the Floating Slums In-game content art | Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay. | あるみど | - | Sep 12, 2026 | |
lemon cat In-game content art | 按钮、图标、合成物品、背景使用了AI技术 | zhangmeng | - | Sep 12, 2026 | |
Floor 13: Onryo In-game content art | Some in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team. | BSugarSweet | - | Sep 12, 2026 | |
The Last Ranger In-game content art | Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date. | NoRestForTheBest | - | Sep 12, 2026 |