Some of the background images are generated by AI.
- Creator
- Novy
- 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.
Some of the background images are generated by AI.
Generative AI was used to create some promotional graphics, including banners, and to assist with the development of the AI opponent.
AI tools were used to assist in generating some visual assets (logo, store capsule images) and music tracks. All game mechanics, level design, and code were created by the developer.
This game was created with the use of Cursor for coding almost exclusively. Storefront uses AI images, all else is created by the developer.
Some of the images in this game are created using artificial intelligence.
The game to contain art assets generated by artificial intelligence
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
Generative AI was used only as a support tool during development to help create some 2D art assets. No AI-generated content is created during gameplay, and the game does not use any third-party AI services at runtime.
AI tools were used to assist with drafting and translating the Steam store page text.
I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA. Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds. Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous. Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms). Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's. All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could.
Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic.
This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference. All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer. No AI-generated content is dynamically created during gameplay.
I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release.
This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result.
Some graphics (mainly background pictures) were created with help of AI.
The game contains AI-generated artwork.
AI-generated art objects
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
AI-generated art objects
We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI.
Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement. This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
The game to contain art assets generated by artificial intelligence
AI-generated art objects
AI-generated art objects
AI-generated art objects
AI-generated art objects
AI-generated images
AI-generated artifacts
This demo includes a limited number of pre-generated AI-assisted art assets used as placeholders (e.g., some concept/illustration elements and textures). These assets are not generated in real time and do not affect gameplay. We plan to replace AI-assisted placeholder assets with original final assets for the full release.
Generative AI tools were used solely for the creation of the store capsule images to enhance visual presentation quality, cinematic atmosphere, and narrative depth. No real-time AI generation is used within the game itself.
We created some images in the game using AI, but most of them are handmade. The game cover has been enhanced with AI. Some sound effects were created using AI.
Some of the background images and sound effects in this game were initially created using AI generation tools.
Some background art assets and icons were generated with AI.
Pre-rendered app icon and assets with AI.
Generative AI was used during the design stage to visualize original sketches and create UI concepts. Based on these visualizations, all final interface elements and graphical assets were manually refined and created to match the game's artistic style.
AI were used to assist with translating text into multiple languages.
Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English. In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation.
Some of the images in this game are created using artificial intelligence.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
AI assisted in the game design and development.
This game is independently developed by a single creator. To achieve the desired artistic style, AI was used to assist in the creation process, with a small portion of materials being purely hand-drawn. All content has been modified and integrated by the developer to ensure accuracy in expression.
Marketing and game assets
Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version.
AI- generated images
This game employs generative AI technology for portions of the background art and UI design. All AI-generated content has been manually reviewed, edited, and verified to ensure it is free of illegal or infringing material.
As a solo developer I used Generative AI to localization the game, along with some Icons :)
The narrator's voice in the game was generated using pre-generated AI voice synthesis tools.
Marketing and game assets
Some 3D visual assets were generated using Tripo AI. All designs were originally created and directed using GPT and are unique to this project. The assets do not replicate or reuse content from any existing games or copyrighted works.
We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven. The purpose of this is simple: to remove an entry barrier so this game can exist. We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent. We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid. We truly appreciate everyone who chooses to be a part of this journey.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Between Worlds: challenging puzzles In-game content art | Some of the background images are generated by AI. | Novy | - | Mar 18, 2026 | |
8 Ball Pool: Play Together Store/marketing art | Generative AI was used to create some promotional graphics, including banners, and to assist with the development of the AI opponent. | Red Suns Tech | - | Mar 18, 2026 | |
Symetria In-game content artaudio | AI tools were used to assist in generating some visual assets (logo, store capsule images) and music tracks. All game mechanics, level design, and code were created by the developer. | Studio Kalyo Games | - | Mar 18, 2026 | |
:RECODED Store/marketing codeart | This game was created with the use of Cursor for coding almost exclusively. Storefront uses AI images, all else is created by the developer. | Joshua Gibson | - | Mar 18, 2026 | |
Wriggle apple 3 In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 10 | Mar 18, 2026 | |
Puss in Box In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | 32 | Mar 18, 2026 | |
Eon Empires In-game content arttext | Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI. | Aeonforge Studio | - | Mar 18, 2026 | |
Rescue Team: Legion of Destruction In-game content art | Generative AI was used only as a support tool during development to help create some 2D art assets. No AI-generated content is created during gameplay, and the game does not use any third-party AI services at runtime. | Game Mixer | - | Mar 18, 2026 | |
Chomp Garden Store/marketing text | AI tools were used to assist with drafting and translating the Steam store page text. | PawPaw Games | - | Mar 18, 2026 | |
Godisnje In-game content artcodetextaudio | I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA.
Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds.
Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous.
Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms).
Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's.
All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could. | New Zadar Studios LLC | - | Mar 18, 2026 | |
Static Condition In-game content artaudiotext | Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic. | Static Game Labs | - | Mar 18, 2026 | |
Michi-Suji Puzzle: Michi Connect In-game content text | This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference.
All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer.
No AI-generated content is dynamically created during gameplay. | YuruPuz Studio | - | Mar 18, 2026 | |
eethCross In-game content artaudio | I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release. | eeth | - | Mar 18, 2026 | |
FLEEING ESCAPE In-game content audio | This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result. | Skull Drill Studio | - | Mar 18, 2026 | |
Filltopia In-game content art | Some graphics (mainly background pictures) were created with help of AI. | Innopede GmbH | - | Mar 18, 2026 | |
Myth Finders 2 In-game content art | The game contains AI-generated artwork. | 8floor ltd | - | Mar 18, 2026 | |
Drive Thru Fast Food Simulator In-game content art | AI-generated art objects | Play Games | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 | |
We’re In Trouble In-game content art | AI-generated art objects | 11 Pet Studios | - | Mar 18, 2026 | |
FILENDS In-game content arttext | We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI. | MFI GAMES | - | Mar 18, 2026 | |
Elven Desire In-game content art | Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay. | Red Sasori | - | Mar 18, 2026 | |
Emoji Wars In-game content art | The game to contain art assets generated by artificial intelligence | Total | 11 | Mar 18, 2026 | |
Airport Police Contraband Simulator - Border Patrol In-game content art | AI-generated art objects | GOGAME | - | Mar 18, 2026 | |
Airport Manager Simulator 2025 In-game content art | AI-generated art objects | IORDER | - | Mar 18, 2026 | |
SHIP SIMULATOR OCEAN FISHING In-game content art | AI-generated art objects | MORAHAN Studio Games | - | Mar 18, 2026 | |
Dinosaur Survival Simulator - Prehistoric RPG In-game content art | AI-generated art objects | Play Games | - | Mar 18, 2026 | |
Firefighting Rescue Simulator Unclear art | AI-generated images | MORAHAN Studio Games | - | Mar 18, 2026 | |
Drug Farmer Simulator Unclear | AI-generated artifacts | GOOSE GAME | - | Mar 18, 2026 | |
Rituals & War: Shan Hai In-game content art | This demo includes a limited number of pre-generated AI-assisted art assets used as placeholders (e.g., some concept/illustration elements and textures). These assets are not generated in real time and do not affect gameplay. We plan to replace AI-assisted placeholder assets with original final assets for the full release. | Little Puck Studio | - | Mar 18, 2026 | |
Marceline Richenwinnier - Old Story Store/marketing art | Generative AI tools were used solely for the creation of the store capsule images to enhance visual presentation quality, cinematic atmosphere, and narrative depth. No real-time AI generation is used within the game itself. | Gece Interactive | - | Mar 18, 2026 | |
THE APARTMENT LIES In-game content artaudio | We created some images in the game using AI, but most of them are handmade. The game cover has been enhanced with AI.
Some sound effects were created using AI. | SIENTURE | - | Mar 18, 2026 | |
Backrooms Stories: The End In-game content artaudio | Some of the background images and sound effects in this game were initially created using AI generation tools. | liminal_games | - | Mar 18, 2026 | |
Sam's Die-abalical Minesweeper In-game content art | Some background art assets and icons were generated with AI. | Ya Betcha Games | - | Mar 18, 2026 | |
Solitaire Holiday : Card Games In-game content art | Pre-rendered app icon and assets with AI. | Desoline | - | Mar 18, 2026 | |
Ogaiva In-game content art | Generative AI was used during the design stage to visualize original sketches and create UI concepts. Based on these visualizations, all final interface elements and graphical assets were manually refined and created to match the game's artistic style. | Lavanda Studio | - | Mar 18, 2026 | |
A day at preschool In-game content text | AI were used to assist with translating text into multiple languages. | 酸菜小笋很下饭 | - | Mar 18, 2026 | |
The Hunter Files: Case One In-game content textartaudio | Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English.
In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation. | DocMosh e.U. | - | Mar 18, 2026 | |
Wriggle apple In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 17 | Mar 18, 2026 | |
Avalon Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | Mar 18, 2026 | |
Werewolf: The Gloaming Malice Unclear | AI assisted in the game design and development. | Werewolves Malice | - | Mar 18, 2026 | |
Subliminal Echoes In-game content art | This game is independently developed by a single creator. To achieve the desired artistic style, AI was used to assist in the creation process, with a small portion of materials being purely hand-drawn. All content has been modified and integrated by the developer to ensure accuracy in expression. | 拆局爆米花(System Popcorn) | - | Mar 18, 2026 | |
Crown of the Empire: Temple of Resurrection Unclear | Marketing and game assets | 8floor ltd | - | Mar 18, 2026 | |
Babelum In-game content audio | Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version. | Retro Tales | - | Mar 18, 2026 | |
Jesus Simulator Unclear art | AI- generated images | VRCFORGE STUDIOS | 23 | Mar 18, 2026 | |
GlyphBound In-game content art | This game employs generative AI technology for portions of the background art and UI design. All AI-generated content has been manually reviewed, edited, and verified to ensure it is free of illegal or infringing material. | yono | - | Mar 18, 2026 | |
Room to Breathe In-game content textart | As a solo developer I used Generative AI to localization the game, along with some Icons :) | Spyra_Labs | - | Mar 18, 2026 | |
VOLT & VOID In-game content audio | The narrator's voice in the game was generated using pre-generated AI voice synthesis tools. | Lui Voss | - | Mar 18, 2026 | |
Argonauts Agency: Secret of the Labyrinth Unclear | Marketing and game assets | 8floor ltd | - | Mar 18, 2026 | |
Minibles World Adventure Time In-game content art | Some 3D visual assets were generated using Tripo AI.
All designs were originally created and directed using GPT and are unique to this project.
The assets do not replicate or reuse content from any existing games or copyrighted works. | Work In Nature Studio | - | Mar 18, 2026 | |
Unending Watch - Dead Man's Fingers In-game content art | We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey. | After Dark Gaming LLC | - | Mar 18, 2026 |