part of the images and videos generated by ai tools, there is no realtime ai in the game.
- Creator
- Crisen
- Reviews
- -
- Added
- May 23, 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.
part of the images and videos generated by ai tools, there is no realtime ai in the game.
Limited use of generative AI tools was made in the production of certain sound assets and localized text during 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
Generative AI tools were used during development to assist with code, localization text, store page copy, and procedural geometric marketing assets. The game does not use live generative AI during gameplay. All AI-assisted content was reviewed, edited, and integrated by the developer.
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.
Game loading interface and game icon generated by AI
Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during development to assist with programming.
Used minimal AI to assist in the creation.
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
Some visual assets and promotional/store artwork were created or assisted with generative AI tools during development and then manually edited, selected, and assembled by the developer. The game does not use live generative AI during gameplay. Gameplay code, online services, scoring, achievements, purchases, and multiplayer rules are developer-authored.
Some visual, audio, and creative assets used during development were created or assisted with generative AI tools. All content was reviewed, edited, and integrated into the final game experience by the developer.
Sarges Horrors may use AI-generated audio for placeholder or prototyping purposes during development. Final audio content is planned to be original and hand-crafted.
It uses small amount of AI for localization.
During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included.
AI assistance was used in the game's cover art, title images, and other materials, as well as in the translations of the page descriptions.
AI is used for translations, BGM, and some icons.
BreakDespair2D uses Stable Diffusion for some character portraits and background images. No AI-generated content is created during gameplay. The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames.
This game contains AI-assisted content, including voice performances and music. Without it, the visuals would likely resemble the work of a sleep-deprived stick figure artist. All AI-assisted content was deliberately directed, reviewed, and approved to serve the game's specific creative vision. No AI generates content during gameplay — everything was put here on purpose. Probably.
According to our Generative AI policy, we will not use it to generate any Assets, Sounds, or Art. Subject to change. Generative AI was used to generate a portion of code during development.
This game uses generative AI in its visuals and music to provide players with the best possible experience. On the visual side, AI is particularly utilized in character and environment design.
Generative AI was used for some of the image assets in this game.
This game uses generative artificial intelligence to assist with development. AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code. All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality.
Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay.
I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development.
A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime.
This game utilized AI generation tools for some background images and character portraits.
Generative AI was used to create sound effects and as an assistant for programming code
select sound effects and voice acting was created by AI
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game. The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team.
Thunder Infinity was developed by a single person with no resources or financial support. The artwork for the project was produced by generative AI under strict artistic guidelines. In the future, if the game is well-received and sells well, a redesign by professional artists could be considered.
This software is built under assistance of AI. Graphic assets including icons, headers and logos are generated by AI.
Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output.
Used AI to create game promotional materials, game app icons, tree trunk textures, and UI designs.
Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay.
AI tools were utilized to generate some art assets on the store page.
The game uses Artificial Intelligence to make the thumbnail for the game, that is all.
Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer.
game logo and menu items made with ai tools
The capsule images for this game were enhanced using AI tools.
The game’s AI systems are fully developer-controlled and only generate behavior for in-game bots.
This game uses generative AI in the following areas: - Some in-game background images - Some sound effects - Translation for some languages All AI-generated content was reviewed and edited by the developer.
Character, enemy, and boss models are created using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Exiled Ark Store/marketing art | part of the images and videos generated by ai tools, there is no realtime ai in the game. | Crisen | - | May 23, 2026 | |
PNR: Point of No return In-game content audiotext | Limited use of generative AI tools was made in the production of certain sound assets and localized text during development. | COKIRI Works | - | 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 | |
Orbit Breaker In-game content codetextart | Generative AI tools were used during development to assist with code, localization text, store page copy, and procedural geometric marketing assets. The game does not use live generative AI during gameplay. All AI-assisted content was reviewed, edited, and integrated by the developer. | Shape Loop Studio | - | 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 | |
哈基米的海上漂流 In-game content art | Game loading interface and game icon generated by AI | 哈基米 | - | May 23, 2026 | |
Vector Storm Dev only code | Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI
model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during
development to assist with programming. | WHODATYAT | - | May 23, 2026 | |
乒乓行 Unclear | Used minimal AI to assist in the creation. | RoeBox | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
Are You A Pilot In-game content art | Some visual assets and promotional/store artwork were created or assisted with generative AI tools during development and then manually edited, selected, and assembled by the developer. The game does not use live generative AI during gameplay. Gameplay code, online services, scoring, achievements, purchases, and multiplayer rules are developer-authored. | Carlos Fierro | - | May 23, 2026 | |
Crown Criminal | Survival Block B In-game content artaudiotext | Some visual, audio, and creative assets used during development were created or assisted with generative AI tools. All content was reviewed, edited, and integrated into the final game experience by the developer. | In-Doe-Games | - | May 23, 2026 | |
Sarges Horror's In-game content audio | Sarges Horrors may use AI-generated audio for placeholder or prototyping purposes during development. Final audio content is planned to be original and hand-crafted. | FPS Arms Studio | - | May 23, 2026 | |
Otpisani: Nightingale In-game content text | It uses small amount of AI for localization. | Pr0py | - | May 23, 2026 | |
Robot&Gun&Magic In-game content artaudio | During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included. | PX Games | - | May 23, 2026 | |
PRO: Push React Outgun In-game content arttext | AI assistance was used in the game's cover art, title images, and other materials, as well as in the translations of the page descriptions. | EVAGAST | - | May 23, 2026 | |
あかねの放課後妖怪奇譚 In-game content audioarttext | AI is used for translations, BGM, and some icons. | After School Games | - | May 23, 2026 | |
BreakDespair2D In-game content art | BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames. | HappyLuckyRainbowGames | - | May 23, 2026 | |
The Acorn Protocol In-game content audio | This game contains AI-assisted content, including voice performances and music. Without it, the visuals would likely resemble the work of a sleep-deprived stick figure artist. All AI-assisted content was deliberately directed, reviewed, and approved to serve the game's specific creative vision. No AI generates content during gameplay — everything was put here on purpose. Probably. | Atlas Labs Games | - | May 23, 2026 | |
Astrojumper Dev only code | According to our Generative AI policy, we will not use it to generate any Assets, Sounds, or Art.
Subject to change. Generative AI was used to generate a portion of code during development. | GalacticGoons | - | May 23, 2026 | |
Invaders Loop In-game content artaudio | This game uses generative AI in its visuals and music to provide players with the best possible experience. On the visual side, AI is particularly utilized in character and environment design. | hunterllama | - | May 23, 2026 | |
Strikeloop In-game content art | Generative AI was used for some of the image assets in this game. | Amotohajime | - | May 23, 2026 | |
CRYPTSHOOTER In-game content artaudiotextcode | This game uses generative artificial intelligence to assist with development.
AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code.
All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality. | Kronarc Engine Collective | - | May 23, 2026 | |
Point Shooter Store/marketing art | Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay. | Awesome Developer Name | - | May 23, 2026 | |
Arena 2006 Dev only | I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development. | Halston | - | May 23, 2026 | |
Death Revenge In-game content art | A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime. | Happy Tears | - | May 23, 2026 | |
Artificial Dawn In-game content art | This game utilized AI generation tools for some background images and character portraits. | Biryeong | - | May 23, 2026 | |
Estancia Protocol Zero In-game content audiocode | Generative AI was used to create sound effects and as an assistant for programming code | 490 Forge | - | May 23, 2026 | |
Maelor The Robot: Going Rogue In-game content audio | select sound effects and voice acting was created by AI | Andromeda Studios | - | May 23, 2026 | |
Omnicore In-game content text | Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay. | SwabbieGames | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
Death Before Decaf In-game content art | Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay. | Overdose Interactive | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Final Rites In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
Scum's Errand In-game content artaudio | AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team. | Pedro Sgobin | - | May 23, 2026 | |
Thunder Infinity In-game content art | Thunder Infinity was developed by a single person with no resources or financial support.
The artwork for the project was produced by generative AI under strict artistic guidelines.
In the future, if the game is well-received and sells well, a redesign by professional artists could be considered. | Enrique G. Galvez | - | May 23, 2026 | |
Recoil Trainer In-game content art | This software is built under assistance of AI. Graphic assets including icons, headers and logos are generated by AI. | HugeEast Studio | - | May 23, 2026 | |
Game Demon Live AI text | Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output. | Altros Studios | - | May 23, 2026 | |
Bunny:Protect Her In-game content art | Used AI to create game promotional materials, game app icons, tree trunk textures, and UI designs. | ZSL | - | May 23, 2026 | |
The Lifeline In-game content audio | Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay. | Penche Software | - | May 23, 2026 | |
Galactic Patrol Store/marketing art | AI tools were utilized to generate some art assets on the store page. | Binx.tv | - | May 23, 2026 | |
Echoes of the Outlands In-game content art | The game uses Artificial Intelligence to make the thumbnail for the game, that is all. | gh0st_kn1ght_ | - | May 23, 2026 | |
ComboChain Pulse In-game content artaudio | Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer. | DaminDesign | - | May 23, 2026 | |
Assassin Of Aliens Store/marketing art | game logo and menu items made with ai tools | Saylor Games | 10 | May 23, 2026 | |
Rock Diver Store/marketing art | The capsule images for this game were enhanced using AI tools. | Tholus | - | May 23, 2026 | |
RED LIGHT ON Live AI text | The game’s AI systems are fully developer-controlled and only generate behavior for in-game bots. | V GAMES | - | May 23, 2026 | |
Signal Zero In-game content artaudiotext | This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer. | Seosul Games | - | May 23, 2026 | |
Demonium Illusion In-game content art | Character, enemy, and boss models are created using AI. | Vektor Technology | - | May 23, 2026 |