AI was used to write code and structure ideas. For art and music it wasn't used.
- Creator
- Fornax Games
- Reviews
- -
- Added
- Aug 29, 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 write code and structure ideas. For art and music it wasn't used.
Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity. Everything else is human-made: design, writing, level design, code and audio. We think you should know this before you play.
This game uses AI to code some features of the game including, but not limited to, the actual game code itself and some of the store page art. However, none of this actually contributes to the actual gameplay itself as all the assets, game trailer and game scenes are still handmade, purchased, or free.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay.
Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play. Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication.
Generative AI tools were used during development to assist with portions of source code and early drafts of store-page and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
localization
As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets.
Steam community assets and store page art. Planning to replace later with art from an artist.
Some music, graphics and a little bit of code
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page. All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the assets used in the game were generated using Generative AI.
Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI.
Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı.
I’m truly sorry for using AI‑generated content in the game. The vast majority of art assets you see in‑game are AI‑produced. These images have all gone through screening. Apart from a very small number of cases, most are not easily recognizable as AI‑generated.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production. AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
AI was used in the creation of some of the 2D art assets in the game.
AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese. AI was also used for part of the art. All of this was reviewed and edited by the developers. No AI-generated content is created while the game is running.
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Generative AI tools were used during development to create some background music (BGM), images, and icons.
AI tools were used as an aid in the English localization of this title. All original narrative content, artwork, music, and game systems were created by human authors.
Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools
Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
Generative AI tools were used during the creation of some art assets and code.
As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game.
Some icons and images were generated using AI and then manually edited.
AI has been used to generate artwork for this game.
游戏内的游戏世界状态反馈、NPC对话,是通过接入大语言模型(LLM)在游戏运行时实时生成。
Game Image and Background are AI.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Some assets were fine tuned with the help of AI.
hey guys. i used ai to code efficently. no ai generated art inside. have fun!
Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating background concept art and store graphical promotional assets.
Generative magic was used in the creation of the quest.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI (LLM) was used to translate the original Korean dialogue into English.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization. Generative AI was not used in the creation of the game's artwork or story.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GearTopia Dev only code | AI was used to write code and structure ideas.
For art and music it wasn't used. | Fornax Games | - | Aug 29, 2026 | |
Hellternum In-game content art | Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity.
Everything else is human-made: design, writing, level design, code and audio.
We think you should know this before you play. | Weird Potro Studio | - | Aug 29, 2026 | |
Casae In Silva In-game content codeart | This game uses AI to code some features of the game including, but not limited to, the actual game code itself and some of the store page art. However, none of this actually contributes to the actual gameplay itself as all the assets, game trailer and game scenes are still handmade, purchased, or free. | Racergobrr | - | Aug 29, 2026 | |
PupRacers In-game content textcode | PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven. | Jean-Yves Quentel | - | Aug 29, 2026 | |
The House Between Times Store/marketing arttext | Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay. | Gentle Quartz | - | Aug 29, 2026 | |
Laryen Live AI text | Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play.
Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication. | WITHCENTER | - | Aug 29, 2026 | |
Devouring City Store/marketing codetext | Generative AI tools were used during development to assist with portions of source code and early drafts of store-page
and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not
generate AI content during gameplay and does not connect to external AI services. | Napforge Studio | - | Aug 29, 2026 | |
Spear Dive In-game content text | localization | SobaStudio | - | Aug 29, 2026 | |
Little Magic Fish Story In-game content art | As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets. | III SRISLE | - | Aug 29, 2026 | |
Rookie Spook Store/marketing art | Steam community assets and store page art. Planning to replace later with art from an artist. | Games with Geebs | - | Aug 29, 2026 | |
Morality In-game content artaudiocode | Some music, graphics and a little bit of code | Novka Studio | - | Aug 29, 2026 | |
Tidy Tokens In-game content artaudio | Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion. | 2 STATES STUDIO | - | Aug 29, 2026 | |
Hero of the Kingdom: Echoes In-game content text | Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts. | Lonely Troops | - | Aug 29, 2026 | |
越え In-game content arttext | Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer. | Lunamarine Studio | - | Aug 29, 2026 | |
Don't Stop Cutting The Trees! In-game content art | Some of the assets used in the game were generated using Generative AI. | Wovley Games | - | Aug 29, 2026 | |
Sukmantos Kitchen 1990 In-game content artaudio | Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI. | Ilhaminati | - | Aug 29, 2026 | |
EGO X The Truth Dev only codeart | Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı. | Elif Dalmis | - | Aug 29, 2026 | |
一体双生 art | I’m truly sorry for using AI‑generated content in the game.
The vast majority of art assets you see in‑game are AI‑produced.
These images have all gone through screening.
Apart from a very small number of cases, most are not easily recognizable as AI‑generated. | 苍穹星炎 | - | Aug 29, 2026 | |
Unedited Footage: The Abandoned Factory In-game content audioarttext | Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running. | Lucitella | - | Aug 29, 2026 | |
灵田修仙:炼丹模拟器 In-game content artaudiocode | This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs. | Zhai Studio | - | Aug 29, 2026 | |
Nine Crowns In-game content art | Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay. | Red Tower Studios | - | Aug 29, 2026 | |
Survival Project:Island In-game content art | AI was used in the creation of some of the 2D art assets in the game. | Sweet Water Studio | - | Aug 29, 2026 | |
Dungeon Miner In-game content arttext | AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese.
AI was also used for part of the art.
All of this was reviewed and edited by the developers.
No AI-generated content is created while the game is running. | hummmmmmm | - | Aug 29, 2026 | |
洪荒修仙界 In-game content arttextcode | Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated. | Janyouth | - | Aug 29, 2026 | |
Arvel In-game content audioart | Generative AI tools were used during development to create some background music (BGM), images, and icons. | CRANOVA | - | Aug 29, 2026 | |
La mansión de Campanillas In-game content text | AI tools were used as an aid in the English localization of this title. All
original narrative content, artwork, music, and game systems were created by
human authors. | Lacinia Estudio | - | Aug 29, 2026 | |
Marrowlight art | Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools | Entropy Digital Entertainment | - | Aug 29, 2026 | |
Farmer's Kitchen In-game content art | Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art. | Cogitans Games | - | Aug 29, 2026 | |
远航 Dev only artcode | Generative AI tools were used during the creation of some art assets and code. | Yuewen | - | Aug 29, 2026 | |
Hexwright Unclear | As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game. | Naio Games | - | Aug 29, 2026 | |
Pit Purge In-game content art | Some icons and images were generated using AI and then manually edited. | Ristanox | - | Aug 29, 2026 | |
Trials Of The Void In-game content art | AI has been used to generate artwork for this game. | Farya Wolyo Studios | - | Aug 29, 2026 | |
玄天仙路:修仙模拟器 Live AI text | 游戏内的游戏世界状态反馈、NPC对话,是通过接入大语言模型(LLM)在游戏运行时实时生成。 | 阅澜工作室 | - | Aug 29, 2026 | |
Casanova Simulator Store/marketing art | Game Image and Background are AI. | Tarnaki Games | - | Aug 29, 2026 | |
Beneath Solmere In-game content audiotextart | Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay. | Matias Devoto | - | Aug 28, 2026 | |
DUSTBLOOM Store/marketing art | "Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay." | Corvantia Interactive | - | Aug 28, 2026 | |
Grandpa's Legacy In-game content art | Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play. | Chigüi Studio | - | Aug 28, 2026 | |
She'll Be Home Soon In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | Aug 28, 2026 | |
Keep to the Blue Unclear | Some assets were fine tuned with the help of AI. | Kool Matter | - | Aug 28, 2026 | |
No Such Floor Dev only code | hey guys. i used ai to code efficently. no ai generated art inside. have fun! | QuasART GAMES | - | Aug 28, 2026 | |
Horror Game Creator In-game content art | Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button | Outlaw Games | - | Aug 28, 2026 | |
CRAGGFALL In-game content artcodeaudio | We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations. | SynthForm Studios | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
Curio by Day, Mafia by Night Store/marketing art | Generative AI tools were used during development to assist in creating background concept art and store graphical promotional assets. | ObscuraDev | - | Aug 28, 2026 | |
HalfHourRPG In-game content text | Generative magic was used in the creation of the quest. | Dea Machina | - | Aug 28, 2026 | |
Soul Monsters: Dice RPG - Radan's Journey In-game content art | Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer. | Industrial Miracle | - | Aug 28, 2026 | |
Minesweeper Online In-game content codetext | This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training. | MagicBox | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Fun-Cool-Sexy City Life In-game content text | Generative AI (LLM) was used to translate the original Korean dialogue into English. | Arasaka99 | - | Aug 28, 2026 | |
My Four-Wheeled Sister In-game content audiotext | During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story. | WednesdayDinnerClub | - | Aug 28, 2026 |