AI was used to create 3D models, images, and voiceovers.
- Creator
- Artur Medvedev
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,706 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 create 3D models, images, and voiceovers.
Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc.
The entire game's artistic, musical, and programming assets were produced with the assistance of artificial intelligence.
AI Generated Music and SFX.
A.I. generation was used in the creation of promotional materials via leonardo.ai (that's TOS permits commercial use) with custom inputs and subsequent tweaking with other art tools like GIMP as well as some sounds/audio via https://elevenlabs.io/ (also permitted for commercial use) then often modified in Audacity, but all images/videos/dialog/story in game are not the product of AI generation.
All property images in the game are generated using AI. This ensures unique visuals while avoiding copyright and privacy issues associated with real-world properties.
I used AI to write code in the game itself, as well as to create banners on Steam.
We use AI for capsules (Store Page)
Script written by Claude.AI
Some art and music resources are processed using AI plus manual work.
Whilst the game's code is independently created LLM's have been used to assist in bug fix and code suggestions, as well as assistance in the creation of the store page
This game uses generative AI technology to assist in the creation of certain background texture maps and environmental assets. All AI-generated content has been reviewed, curated, and modified by our artists during the development process. The final assets are static (pre-rendered) and do not change in real-time based on player input.
AI tools were used to assist in the translation and localization of the store page descriptions.
The background images and horses pictures are pre-rendered AI art
I used Ai for the writing and for the naration
I used Ai to help improve my typing speed in certain area's. I laid out the entire game design on a whiteboard prior to making the game, and during the development process I used tips for organization of my global variables and other small improvements to my Visual studio file. Wanna know what I used Ai most for? "Hey can you move my art down on the screen by 15 pixels?" XD just so I wouldn't have to edit X-Y values so often. Ai is great at dealing with some of the tedium of programming. :) This is a Human designed and Human made game, Ai just helped me speed along.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI.
As a solo developer with limited graphic design experience, I used generative AI tools to assist in creating some art assets and marketing materials for the game. All AI-generated assets were manually edited, refined, and finalized to ensure originality and consistency with the overall art style. AI is not used in any way during gameplay, nor does it generate any real-time or dynamic content.
The music was generated with AI. The character animations were created by AI based on hand-drawn pixel art. Localization translation was done with AI help.
We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements.
ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input.
Create a simple icon image, translation
Game art and music assets are generated with AI.
AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play.
This background image was created using AI tools under MysticQuest’s direction.
This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence.
AI was used only to assist in the creation of the background track "Drift King," present in the currently implemented level, with the intent of replacing it once our team works with a proper composer or sound designer. All remaining game content was fully developed by our indie team.
AI has been used to help develop the game's backgrounds as well as the game's cover art.
This game makes limited use of generative Artificial Intelligence strictly to support the creation of certain pre-rendered assets, such as visual concepts, object drafts, and artistic reference material. All AI-assisted content was subsequently edited, refined, and manually integrated by the development team. AI is not used to generate content dynamically during gameplay, nor does it create dialogues, decisions, code, or any element that affects the player's real-time experience. The final game—its story, mechanics, core art, lighting, audio, and all interactive systems—was created manually. AI was used only as a creative support tool during development, fully respecting copyright, ethical guidelines, and Steam policies.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Background and assets.
Images for the menus and steam page
This application uses AI to generate some of its art assets.
The content on this store page has been translated using AI.
I only used C# coding during game development, as I cannot consider myself an experienced programmer.
Games use AI as a creative aid in conceptual design.
Game music is generated by AI.
Certain background pictures are generated by AI.
For voice generations
This game uses AI to generate some in-game images during the development phase.
This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements.
游戏插画、图标与其他部分美术资产
Some game art and images have been produced with the assistance of AI. Some game code has been created with the assistance of AI
The game itself and the store page promotional assets both use pre‑rendered AI content.
Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game.
I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI.
Using AI to generate some character portraits, background images, etc
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Caveman Startup In-game content artaudio | AI was used to create 3D models, images, and voiceovers. | Artur Medvedev | - | Mar 18, 2026 | |
Hong Kong 2097 In-game content art | Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc. | Kanipro | - | Mar 18, 2026 | |
Paradise Island In-game content artaudiocode | The entire game's artistic, musical, and programming assets were produced with the assistance of artificial intelligence. | LIU JIEYI | - | Mar 18, 2026 | |
Lost my Collection of Fish 2 In-game content audio | AI Generated Music and SFX. | Vaggelis Arabatzoglou | - | Mar 18, 2026 | |
The Call of Darkness In-game content artaudio | A.I. generation was used in the creation of promotional materials via leonardo.ai (that's TOS permits commercial use) with custom inputs and subsequent tweaking with other art tools like GIMP as well as some sounds/audio via https://elevenlabs.io/ (also permitted for commercial use) then often modified in Audacity, but all images/videos/dialog/story in game are not the product of AI generation. | Ace_Games_ | 11 | Mar 18, 2026 | |
Housing Market In-game content art | All property images in the game are generated using AI. This ensures unique visuals while avoiding copyright and privacy issues associated with real-world properties. | Sunny Island Studio | - | Mar 18, 2026 | |
Elize the Bored Sorcerer King’s Curse Store/marketing codeart | I used AI to write code in the game itself, as well as to create banners on Steam. | Pixre | - | Mar 18, 2026 | |
Bottom Squad Store/marketing art | We use AI for capsules (Store Page) | Family Devs | - | Mar 18, 2026 | |
WTC : The Manchester Report Dev only code | Script written by Claude.AI | Triority Interactive Novels | - | Mar 18, 2026 | |
饺子与店主 In-game content artaudio | Some art and music resources are processed using AI plus manual work. | JialeGames | 11 | Mar 18, 2026 | |
Grid Wipe Store/marketing code | Whilst the game's code is independently created LLM's have been used to assist in bug fix and code suggestions, as well as assistance in the creation of the store page | Wuzord | - | Mar 18, 2026 | |
致命来访 In-game content art | This game uses generative AI technology to assist in the creation of certain background texture maps and environmental assets. All AI-generated content has been reviewed, curated, and modified by our artists during the development process. The final assets are static (pre-rendered) and do not change in real-time based on player input. | Weaver of Dreams | - | Mar 18, 2026 | |
Linkies In-game content text | AI tools were used to assist in the translation and localization of the store page descriptions. | Runner Turtle Games | - | Mar 18, 2026 | |
Anime Dream Match: Horses In-game content art | The background images and horses pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Spacejet Pilot In-game content text | I used Ai for the writing and for the naration | Corey Dimond | - | Mar 18, 2026 | |
The Hunger of Z'eeth! Dev only codeart | I used Ai to help improve my typing speed in certain area's. I laid out the entire game design on a whiteboard prior to making the game, and during the development process I used tips for organization of my global variables and other small improvements to my Visual studio file.
Wanna know what I used Ai most for? "Hey can you move my art down on the screen by 15 pixels?" XD just so I wouldn't have to edit X-Y values so often.
Ai is great at dealing with some of the tedium of programming. :)
This is a Human designed and Human made game, Ai just helped me speed along. | Second Way Studios | - | Mar 18, 2026 | |
Eagle Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Roach with Bike Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Farm Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Pigmarines In-game content audio | Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI. | NOOPE | - | Mar 18, 2026 | |
Jumara In-game content art | As a solo developer with limited graphic design experience, I used generative AI tools to assist in creating some art assets and marketing materials for the game.
All AI-generated assets were manually edited, refined, and finalized to ensure originality and consistency with the overall art style.
AI is not used in any way during gameplay, nor does it generate any real-time or dynamic content. | SAW | - | Mar 18, 2026 | |
Puzzlor In-game content audioarttext | The music was generated with AI. The character animations were created by AI based on hand-drawn pixel art. Localization translation was done with AI help. | Vaguely Awesome | - | Mar 18, 2026 | |
A Game About Penguins In-game content art | We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements. | CO's Entertainment | - | Mar 18, 2026 | |
ARIA-404: Labyrinth Protocol In-game content artaudiotext | ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input. | Mann Wynn Shramana | 13 | Mar 18, 2026 | |
Trichramas Unclear arttext | Create a simple icon image, translation | JKDX | - | Mar 18, 2026 | |
爆射的哈基米 In-game content artaudio | Game art and music assets are generated with AI. | ciallo | - | Mar 18, 2026 | |
Starfall In-game content artcode | AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play. | SmartPixel Gaming | - | Mar 18, 2026 | |
커피여우 김삼월 Store/marketing art | This background image was created using AI tools under MysticQuest’s direction. | Mystic Quest | - | Mar 18, 2026 | |
Serpath | This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence. | Nukrosoft | - | Mar 18, 2026 | |
Drift Overdrive In-game content audio | AI was used only to assist in the creation of the background track "Drift King," present in the currently implemented level, with the intent of replacing it once our team works with a proper composer or sound designer.
All remaining game content was fully developed by our indie team. | Neon Apex Studio | - | Mar 18, 2026 | |
Battleships Simulator Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
1948 In-game content art | This game makes limited use of generative Artificial Intelligence strictly to support the creation of certain pre-rendered assets, such as visual concepts, object drafts, and artistic reference material. All AI-assisted content was subsequently edited, refined, and manually integrated by the development team.
AI is not used to generate content dynamically during gameplay, nor does it create dialogues, decisions, code, or any element that affects the player's real-time experience. The final game—its story, mechanics, core art, lighting, audio, and all interactive systems—was created manually.
AI was used only as a creative support tool during development, fully respecting copyright, ethical guidelines, and Steam policies. | Trinity Wave Studios | - | Mar 18, 2026 | |
The invisible us In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 224 | Mar 18, 2026 | |
Lost Artifacts The Ghost of Florence Unclear | Background and assets. | 8floor ltd | - | Mar 18, 2026 | |
Skies Scrapper Store/marketing art | Images for the menus and steam page | NerdHead | - | Mar 18, 2026 | |
Live Wallpaper In-game content art | This application uses AI to generate some of its art assets. | Fionnshare | 753 | Mar 18, 2026 | |
Drone Feeder In-game content text | The content on this store page has been translated using AI. | wxg studio | - | Mar 18, 2026 | |
Snemovna code | I only used C# coding during game development, as I cannot consider myself an experienced programmer. | Richard Haraším | - | Mar 18, 2026 | |
幸存者:枪火 Dev only | Games use AI as a creative aid in conceptual design. | XiheCreative | 18 | Mar 18, 2026 | |
Rhythm Ball In-game content audio | Game music is generated by AI. | Yntoo | - | Mar 18, 2026 | |
Serene Night Dreamlight In-game content art | Certain background pictures are generated by AI. | 星艺starT | 29 | Mar 18, 2026 | |
Mellow's PillowLand In-game content audio | For voice generations | IfomexStudio | - | Mar 18, 2026 | |
Newbie Hacker In-game content art | This game uses AI to generate some in-game images during the development phase. | WateryMu | - | Mar 18, 2026 | |
Collector: 10 Lives Challenge Store/marketing art | This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements. | RH POSITIVE | - | Mar 18, 2026 | |
文字城邦 In-game content art | 游戏插画、图标与其他部分美术资产 | 齿轮游戏 | 19 | Mar 18, 2026 | |
Catgirl Gemfall In-game content artcode | Some game art and images have been produced with the assistance of AI.
Some game code has been created with the assistance of AI | TMAC Game Studios | - | Mar 18, 2026 | |
Myth Monkey Card In-game content art | The game itself and the store page promotional assets both use pre‑rendered AI content. | Myth Card Studio | - | Mar 18, 2026 | |
Sands Of Avalon Forge Your Legend Live AI textaudio | Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game. | Mummy Labs Studio | - | Mar 18, 2026 | |
The 5th Realm Store/marketing arttextcode | I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI. | Shawn Payne | - | Mar 18, 2026 | |
伪人女友又怎么了? In-game content art | Using AI to generate some character portraits, background images, etc | Kwing works | - | Mar 18, 2026 |