The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
- Creator
- Kang Jie
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,999 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
AI tools were used as a support during development. - Assistance with coding and English localization - Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted All final content was reviewed and edited by the developer.
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
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.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
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.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
Some backgrounds were generated using AI.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
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.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
Generative AI has been used to generate images, and part of the game's code.
Some elements of the game cover image on the store page are AI-generated. Some texture images in the game have been modified using AI.
Some characters are generated using AI
Some in-game and marketing images / icons were generated with the use of AI.
Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery. All assets are individually selected and refined to ensure visual consistency within the game world. This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation. As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0).
The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization.
RogueQuest was made by a solo developer with the help of generative AI across most of its production: artwork (character portraits, environments, card illustrations), code (written collaboratively with AI coding assistants), and music/sound. Game design, writing, curation, and final decisions are made by a human. All AI-generated assets are pre-generated and shipped as static content. The game does not call any AI services while you play.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
The store images, as well as the icons for items, skills, and characters, are generated using AI
Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project. All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience.
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
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.
This game contains AI-generated content on the game cover.
This game contains AI-generated content on the game cover.
Generative AI was used to create some of the background sketches for this game.
This game contains a small amount of AI-generated images, primarily used for scene construction and world-building.
The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence
Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer.
The code and some of the art assets for this game were developed using AI.
Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic.
We used AI to help make the store page artwork, some of the in game items, and some of the capybaras.
Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay.
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 games uses generative AI for music, few artworks and some artwork modifications.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime.
In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience.
Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me. As future projects grow, I plan to collaborate with artists to further enhance the visual presentation.
Generative AI was used in the creation of the artwork for the menus.
Radio voiceovers were made using AI.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
AI is used to help generate some game assets (icons and artwork)
Artificial intelligence was used in the translation of the game’s content into English.
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Harvestide In-game content artaudio | The game uses AI to generate image and audio resources, thereby providing a rich array of playable content. | Kang Jie | - | May 23, 2026 | |
Grim Dice In-game content audioart | Generative artificial intelligence was partially used to create the game’s soundtrack and graphics | ZFteam | - | May 23, 2026 | |
Regulea: Infection Card Wars In-game content arttextcode | AI tools were used as a support during development.
- Assistance with coding and English localization
- Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted
All final content was reviewed and edited by the developer. | TBCATGAMES | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | 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 | |
Hitchhiking to Hell 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 | |
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 | |
Interzone 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 | |
Soulwoven Princess In-game content art | Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style. | Past Tense GO | - | May 23, 2026 | |
Week of the MEP In-game content art | Some backgrounds were generated using AI. | Mars Equinox | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | 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 | |
Ink & Void In-game content artcode | AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming. | Shintaro Higashi | - | 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 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
Eyes Wide Open In-game content artcode | Generative AI has been used to generate images, and part of the game's code. | Fallen Horse Entertainment | - | May 23, 2026 | |
逃离万界 In-game content art | Some elements of the game cover image on the store page are AI-generated.
Some texture images in the game have been modified using AI. | AAA独游开发韩师傅 | - | May 23, 2026 | |
少女战姬 In-game content arttext | Some characters are generated using AI | Valkyrie Girl Studio | - | May 23, 2026 | |
Swing Dynasty: College Tennis In-game content art | Some in-game and marketing images / icons were generated with the use of AI. | Two Shoes Entertainment | - | May 23, 2026 | |
Guilds of Mountgate In-game content art | Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery.
All assets are individually selected and refined to ensure visual consistency within the game world.
This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation.
As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0). | Beaver Fever Games | - | May 23, 2026 | |
Dark Solitude In-game content text | The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization. | Innkeeper | - | May 23, 2026 | |
Rogue Quest In-game content artaudiocode | RogueQuest was made by a solo developer with the help of generative AI across most of its production: artwork (character portraits, environments, card illustrations), code (written collaboratively with AI coding assistants), and music/sound. Game design, writing, curation, and final decisions are made by a human. All AI-generated assets are pre-generated and shipped as static content. The game does not call any AI services while you play. | Curds & Crowns | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
战法牧放置构筑 In-game content art | The store images, as well as the icons for items, skills, and characters, are generated using AI | 火星工作室 | - | May 23, 2026 | |
Against The Light In-game content art | Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project.
All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience. | Shinka AI Studio | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | 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 | |
Mall Together In-game content art | This game contains AI-generated content on the game cover. | Business Tycoon | - | May 23, 2026 | |
Medieval Juice Crafter In-game content art | This game contains AI-generated content on the game cover. | Timeless Rush | - | May 23, 2026 | |
探偵Rと預言者J In-game content art | Generative AI was used to create some of the background sketches for this game. | NUMBER7 | - | May 23, 2026 | |
Mutation In-game content art | This game contains a small amount of AI-generated images, primarily used for scene construction and world-building. | MoFengHeiHei | - | May 23, 2026 | |
Sit or Die In-game content art | The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence | WU ZIJIAN | - | May 23, 2026 | |
hexGame: Hero Path In-game content textart | Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer. | Andrei Kovalev | - | May 23, 2026 | |
The Prime Minister's Crest: Path to Power In-game content codeart | The code and some of the art assets for this game were developed using AI. | WAWELLC | - | May 23, 2026 | |
Alpha Star In-game content art | Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic. | Minands | - | May 23, 2026 | |
Capybara Bingo In-game content art | We used AI to help make the store page artwork, some of the in game items, and some of the capybaras. | Cozybara | - | May 23, 2026 | |
Irsen In-game content art | Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development.
All AI-assisted content was reviewed, edited, and integrated by the developer.
The game does not use AI to generate content during gameplay. | Datchannin | - | 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 | |
Richer than the King In-game content audioart | This games uses generative AI for music, few artworks and some artwork modifications. | Arcade96 | - | May 23, 2026 | |
Snt计划 In-game content artcode | Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime. | Sn兔子 | - | May 23, 2026 | |
ManaBorne In-game content arttext | In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch. | Willworks | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Heart Duels In-game content artaudio | Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience. | Encased Heart | - | May 23, 2026 | |
Glowbot Tower Defense In-game content art | Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me.
As future projects grow, I plan to collaborate with artists to further enhance the visual presentation. | Jacob Stetka | - | May 23, 2026 | |
Messiah Simulator In-game content art | Generative AI was used in the creation of the artwork for the menus. | Patrick Gallaway | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
Echo of me In-game content art | AI is used to help generate some game assets (icons and artwork) | Molodtsov.Games | - | May 23, 2026 | |
Gold & Brown In-game content text | Artificial intelligence was used in the translation of the game’s content into English. | Side Project Games | - | May 23, 2026 | |
雪骑:怪力,大头,双马尾 In-game content artaudio | This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services. | POPO | - | May 23, 2026 |