The steam capsule artwork.
- Creator
- Binary Lunar
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The steam capsule artwork.
The code and art assets were created with the assistance of generative AI.
Bugs in the code were located via AI.
AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork. All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process. No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
We used AI for the game store page. And AI tools for the game development.
AI tools were used during the localization process and then manually reviewed by a human. All in-game and promotional art was authored by a person and not made with generative AI.
This game uses generative AI for code writing and text work. All final content is manually reviewed and edited.
Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
AI-generated content is used in the backgrounds and in-game images of this title.
Game uses AI generated art and music.
Some voice overs or 2d artwork has been generated with the assistance of AI.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
AI is used to speed up the prototyping process. All final content is being made manually.
As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game.
Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself.
Art Resource
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
Vertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
Generative AI tools were used to assist with creating promotional artwork. Character artwork used in promotional images is based on the game's actual 3D character models and visual designs. All gameplay screenshots shown on the store page are captured from the actual in-game build and are not AI-generated or composited. The game does not use live generative AI during gameplay, and no gameplay content is generated dynamically by AI while the player is playing.
The game to contain art assets generated by artificial intelligence
This game was developed with assistance from generative AI tools. AI was used as a development aid for coding support, gameplay design iteration, text drafting, translations, store descriptions and creative concepting. All AI-assisted content was reviewed, edited, selected, integrated and tested by the developer. The game does not use generative AI to create new images, audio, text or gameplay content in real time during normal gameplay.
Some visual and audio assets in this game were generated with the assistance of AI tools. The developer has reviewed, selected, and where necessary edited all AI-generated content. Creative direction, game design, and all core development work were performed by the developer.
This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content.
The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author.
Some game assets were partially created using AI.
This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets. All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources.
VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay): — Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer. — Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction. All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized.
This game uses generative AI to create some of its visual assets. AI tools were used to generate the 2D artwork and the 3D models of the animatronic characters.
AI was used to create individual parts of the Steam graphics and then blended together in GIMP.
AI was used in the creation process of images for this game.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
Graphics & Art: Original asset concepts, sketches, and draft designs were created by the developer and subsequently rendered or refined using generative AI tools. While the underlying concepts and designs are original creations, generative AI may occasionally produce visual similarities to existing artistic styles or works. Voice Acting: Character voices and audio narration were generated using ElevenLabs voice synthesis technology and are used in accordance with the applicable licensing and usage terms.
Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects
AI was used to help with programming and localization. There are no AI generated art, sound or music assets.
AI was used in the making of imagery for the game.
This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project.
AI was used to assist with the creation of the human 3d model in this game.
Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game.
Cover art and store page imagery and music were created with AI generation tools. AI coding assistants were used during development. All game design, writing, narrative content, and gameplay systems were designed by the developer.
This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay.
Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer.
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
- Capsule Images were AI generated and later tweaked.
This game use AI to generate Text, Text To Speak and Translations.
The developer utilized AI tools to assist in the development process. AI was used to help generate concept art, some minor 2D environmental textures/UI elements, and to assist with structuring the game's programming framework. All AI-assisted content has been reviewed, heavily modified, and manually integrated by the developer to match the game's specific artistic vision and mechanics.
This game utilizes AI-assisted text localization.
Some of the in game artwork may contain ai-generation and some of the animation has an ai foundation.
This game utilizes a generative AI tool for the creation of its SE and localization. The data was pre-rendered by the developer during the game's development and integrated as final game assets before release. The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Watch and Whisper Store/marketing art | The steam capsule artwork. | Binary Lunar | - | Jun 3, 2026 | |
Hell-O-Word In-game content artcode | The code and art assets were created with the assistance of generative AI. | KYChen | - | Jun 3, 2026 | |
Cambiando Dev only code | Bugs in the code were located via AI. | Undeadmitten | - | Jun 3, 2026 | |
out of light In-game content art | AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay. | c4ca.exe | - | Jun 3, 2026 | |
Eldara In-game content art | The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing. | Eldara Games | 212 | Jun 3, 2026 | |
Auredis: Vaelen's Requiem Store/marketing | We used AI for the game store page. And AI tools for the game development. | AGE Zero | - | Jun 3, 2026 | |
Litmustest In-game content text | AI tools were used during the localization process and then manually reviewed by a human.
All in-game and promotional art was authored by a person and not made with generative AI. | Underwater Castle Inc. | - | Jun 3, 2026 | |
are you humen? In-game content codetext | This game uses generative AI for code writing and text work. All final content is manually reviewed and edited. | BD patch game | - | Jun 3, 2026 | |
Tomorrow's Gonna Be a Long Day Dev only code | Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content. | FrostyPixels | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
因習村2200 In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Jun 3, 2026 | |
Stella: into the Shadow In-game content artaudio | Game uses AI generated art and music. | Shadow games | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Dungeon Dash: Relic Of Binding In-game content art | As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game. | Jeff Anderson | - | May 23, 2026 | |
Shell Inside Store/marketing art | Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself. | Lavanda Studio | - | May 23, 2026 | |
Happy Little Farm Unclear | Art Resource | Kimbeauty | - | May 23, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
Cycle of Echoes Store/marketing art | Generative AI tools were used to assist with creating promotional artwork. Character artwork used in promotional images is based on the game's actual 3D character models and visual designs. All gameplay screenshots shown on the store page are captured from the actual in-game build and are not AI-generated or composited. The game does not use live generative AI during gameplay, and no gameplay content is generated dynamically by AI while the player is playing. | ArkNodeAI | - | May 23, 2026 | |
Lizard Slayer In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | - | May 23, 2026 | |
FussyCraft Survival: Sandbox In-game content codetext | This game was developed with assistance from generative AI tools. AI was used as a development aid for coding support, gameplay design iteration, text drafting, translations, store descriptions and creative concepting.
All AI-assisted content was reviewed, edited, selected, integrated and tested by the developer. The game does not use generative AI to create new images, audio, text or gameplay content in real time during normal gameplay. | FussyCraft | - | May 23, 2026 | |
DeMon Researcher 2 In-game content artaudio | Some visual and audio assets in this game were generated with the assistance of AI tools. The developer has reviewed, selected, and where necessary edited all AI-generated content. Creative direction, game design, and all core development work were performed by the developer. | STUDIO C-illy_B | - | May 23, 2026 | |
content moderator. In-game content art | This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content. | READY! | - | May 23, 2026 | |
Sacrificium Dev only art | The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author. | Agard Games | - | May 23, 2026 | |
Pathogen In-game content artaudiocodetext | Some game assets were partially created using AI. | DreamDart | - | May 23, 2026 | |
Ruin Blade In-game content artcode | This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets.
All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources. | qwellk | - | May 23, 2026 | |
Void Runner : Arcade Roguelite In-game content textart | VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay):
— Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer.
— Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction.
All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized. | napcode | - | May 23, 2026 | |
Grinny’s Playhouse In-game content art | This game uses generative AI to create some of its visual assets. AI tools were used to generate the 2D artwork and the 3D models of the animatronic characters. | Abnormal Studios | - | May 23, 2026 | |
Dark Web Store/marketing art | AI was used to create individual parts of the Steam graphics and then blended together in GIMP. | Recoil Mojo | - | May 23, 2026 | |
Ship It In-game content art | AI was used in the creation process of images for this game. | Richard Toussaint III | - | May 23, 2026 | |
Miles To Nowhere In-game content art | Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere. | Devilooper_Studios | - | May 23, 2026 | |
The Hunter's Inn In-game content artaudio | Graphics & Art: Original asset concepts, sketches, and draft designs were created by the developer and subsequently rendered or refined using generative AI tools. While the underlying concepts and designs are original creations, generative AI may occasionally produce visual similarities to existing artistic styles or works.
Voice Acting: Character voices and audio narration were generated using ElevenLabs voice synthesis technology and are used in accordance with the applicable licensing and usage terms. | GGD3V | - | May 23, 2026 | |
Mind Prison: The Last War In-game content art | Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects | Rotten Sewer Productions | - | May 23, 2026 | |
Encroaching Shadows In-game content codetext | AI was used to help with programming and localization.
There are no AI generated art, sound or music assets. | Azure Scorpion | - | May 23, 2026 | |
Soul Clicker Store/marketing art | AI was used in the making of imagery for the game. | SlayerOfOdin | - | May 23, 2026 | |
Memo R.I.P. In-game content audioarttext | This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project. | Divine Magic Games | - | May 23, 2026 | |
Five Nights at Bowl City High School In-game content art | AI was used to assist with the creation of the human 3d model in this game. | Gut Games | - | May 23, 2026 | |
Knock Again In-game content art | Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game. | Fancy Dog Games | - | May 23, 2026 | |
Infinite Library In-game content artaudiocode | Cover art and store page imagery and music were created with AI generation tools. AI coding assistants were used during development. All game design, writing, narrative content, and gameplay systems were designed by the developer. | Endpaper | - | May 23, 2026 | |
Hell Girl In-game content art | This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay. | KHD Games | - | May 23, 2026 | |
Sultan's Decree In-game content art | Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer. | Bellum Pacem Games | - | May 23, 2026 | |
F.R.E.D.'s Ascent In-game content artaudiotext | All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations
of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime. | buddycore Studio | - | May 23, 2026 | |
Bound By A Curse Store/marketing art | - Capsule Images were AI generated and later tweaked. | Maiku_Dev | - | May 23, 2026 | |
Operation Paranoia In-game content audiotext | This game use AI to generate Text, Text To Speak and Translations. | Patryk Basa | - | May 23, 2026 | |
RETRIEVAL In-game content artcode | The developer utilized AI tools to assist in the development process. AI was used to help generate concept art, some minor 2D environmental textures/UI elements, and to assist with structuring the game's programming framework. All AI-assisted content has been reviewed, heavily modified, and manually integrated by the developer to match the game's specific artistic vision and mechanics. | RuiRui Games | - | May 23, 2026 | |
The Abyss Below In-game content text | This game utilizes AI-assisted text localization. | Broken Relay | 39 | May 23, 2026 | |
Hearty Haven In-game content art | Some of the in game artwork may contain ai-generation and some of the animation has an ai foundation. | Damon knight | 14 | May 23, 2026 | |
Inscrutable FourDC -Imprisonment- In-game content audiotext | This game utilizes a generative AI tool for the creation of its SE and localization.
The data was pre-rendered by the developer during the game's development and integrated as final game assets before release.
The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards. | Maruno Games | - | May 23, 2026 |