Photos were edited with Adobe Photoshop AI Tools
- Creator
- Flimmersoft
- Reviews
- 33
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
Photos were edited with Adobe Photoshop AI Tools
AI will be used to create more languages as I am only fluent in two languages.
The Store Page Art Utilizes A.I. generated art to depict the game's premise and content.
Texture of some paintings in the environments is AI generated.
Additional images for merchants, difficulties and skills.
The background of the capsule image on the store page was drawn by an artist, but then stylized using AI.
Cover art.
We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love! To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time.
AI usage for Coding, Voiceacting, Localization and Graphical Assets made this solo project possible.
Basic, limited AI use in one of the promotional art assets.
Some voice-over lines are AI generated.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond.
Some graphics were created and edited with AI.
AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game.
The game includes enhanced images and generated text-to-speech audio.
We use AI for creating some of the promotional images, and very small percentage of 2D art.
Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library.
Certain item and monster icon images
In the theme music NEUTRINO, a singing synthesizer with a singing voice generation AI, is used. It is a rights-clean freeware released in 2020. I am also a fan of this excellent software and encourage anyone interested to try it out!
We used AI-assisted tools to help create pre-generated assets such as concept art variations and promotional material. All final in-game assets are fully owned and licensed by us, and do not include illegal or infringing content. The game does not use live AI generation during gameplay.
AI used for some level art
- The background music is AI generated
As an indie developer, we use AI tools for translating the game, generating some textures, and for audio-related tasks, such as creating sound files and voice recordings.
Generative AI is used in this game to assist with localization, helping to translate in-game text into multiple languages efficiently
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
- Part of our English voice cast is created by using AI to modify the live actors' voices. - Several of our in-game Radio stations feature music generated with AI .
Time Shock is hand-built by a solo developer. The design, gameplay, levels, writing, and world are all made by hand. AI tools play a limited supporting role only — used to tweak character voices, assist and refine artwork, and add lip-sync to dialogue. Everything is reviewed and finished by hand before it ships.
Marketing materials are made with AI, including Art and Music.
AI was used to assist with game localization, and create certain user interface elements.
Some minor polish such as wording refinement and UI icons were assisted using AI tools. All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house.
during the creation of a few assets.
Some background and terrain texture images in the game were generated using AI and may have been manually edited. The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
Our team uses generative AI tools to assist in developing some game assets.
This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game.
Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made.
Graphic
Some artwork is AI-generated
some textures were generated with AI
AI used for: cover art elements.
UPDATE: over 90% of the AI-generated content was removed! Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make. Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic. For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
We used AI to generate promotional images for the game.
- AI voice changer applied to some voice acting. - Some in game posters.
Some images in the middle of map loading are retouched using AI to improve their appearance, artistic retouching of some images for advertising, original images (screenshots) were used and retouched to make them more striking.
All voices for the announcer and the tutorial bot have been generated with AI
Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC.
AI was partially used for the creation of the Steam page cover, as well as to assist with the translation of UI and texts in the Early Access version.
Some character illustrations, item images and sounds are generated by AI and processed and edited for use by the developer.
Some character portraits and loading screens have been made using generative AI.
In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Markus Ritter - Ghosts Of The Past Store/marketing art | Photos were edited with Adobe Photoshop AI Tools | Flimmersoft | 33 | Mar 18, 2026 | |
Legends of Mythology In-game content text | AI will be used to create more languages as I am only fluent in two languages. | swalk studios | - | Mar 18, 2026 | |
Project Almighty 2 Store/marketing art | The Store Page Art Utilizes A.I. generated art to depict the game's premise and content. | John C. Ragland | - | Mar 18, 2026 | |
The Mute House In-game content art | Texture of some paintings in the environments is AI generated. | December Blues Games | 284 | Mar 18, 2026 | |
Plains of Pain In-game content art | Additional images for merchants, difficulties and skills. | Cobra Byte Digital | 874 | Mar 18, 2026 | |
Get To The Gate Store/marketing art | The background of the capsule image on the store page was drawn by an artist, but then stylized using AI. | Maximan | 14 | Mar 18, 2026 | |
Carrying Carrots Store/marketing art | Cover art. | Kind Cat Games | - | Mar 18, 2026 | |
Brickadia In-game content text | We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love!
To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time. | Brickadia, LLC | 1.3k | Mar 18, 2026 | |
Death Scourges In-game content artaudiotextcode | AI usage for Coding, Voiceacting, Localization and Graphical Assets made this solo project possible. | Phase Vault | 34 | Mar 18, 2026 | |
Smells Like a Mushroom Store/marketing art | Basic, limited AI use in one of the promotional art assets. | Red Limb Studio | - | Mar 18, 2026 | |
Stealth Kill VR Missions In-game content audio | Some voice-over lines are AI generated. | Sky Yurt | - | Mar 18, 2026 | |
BeachHead Rogue In-game content art | We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals. | Digital Fusion Inc. | 16 | Mar 18, 2026 | |
Ectoplasm Unclear | Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond. | Scar | - | Mar 18, 2026 | |
Maze Nuts In-game content art | Some graphics were created and edited with AI. | White Keyframe | - | Mar 18, 2026 | |
Doom Cube Store/marketing art | AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game. | N³ Games | - | Mar 18, 2026 | |
IDUN - Frontline Survival In-game content artaudio | The game includes enhanced images and generated text-to-speech audio. | IDUN Interactive | 663 | Mar 18, 2026 | |
Bunny Game Store/marketing art | We use AI for creating some of the promotional images, and very small percentage of 2D art. | Nocebo | 20 | Mar 18, 2026 | |
Bitmagic Live AI text | Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library. | Bitmagic | - | Mar 18, 2026 | |
蒐命のラスティル - とこしえの迷宮城 - In-game content art | Certain item and monster icon images | KTMG LLC. | 882 | Mar 18, 2026 | |
#INNER UNIVERSE 1F0000 In-game content audio | In the theme music NEUTRINO, a singing synthesizer with a singing voice generation AI, is used.
It is a rights-clean freeware released in 2020.
I am also a fan of this excellent software and encourage anyone interested to try it out! | The_Ear_Man | - | Mar 18, 2026 | |
Chaosborn In-game content art | We used AI-assisted tools to help create pre-generated assets such as concept art variations and promotional material. All final in-game assets are fully owned and licensed by us, and do not include illegal or infringing content. The game does not use live AI generation during gameplay. | Erich Meurer | - | Mar 18, 2026 | |
Hitmen Havoc In-game content art | AI used for some level art | Andreas O. | - | Mar 18, 2026 | |
Pixelmancer In-game content audio | - The background music is AI generated | Gem Bear Games | 13 | Mar 18, 2026 | |
Battle of Decay: Survival In-game content artaudiotext | As an indie developer, we use AI tools for translating the game, generating some textures, and for audio-related tasks, such as creating sound files and voice recordings. | DefconNet.work | - | Mar 18, 2026 | |
INJECTION In-game content text | Generative AI is used in this game to assist with localization, helping to translate in-game text into multiple languages efficiently | ButterCorp | - | Mar 18, 2026 | |
Caveshifter Store/marketing textart | The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted) | Ganiroo | - | Mar 18, 2026 | |
Vivat Slovakia In-game content audio | - Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI . | Team Vivat | 789 | Mar 18, 2026 | |
Time Shock In-game content artaudiotext | Time Shock is hand-built by a solo developer. The design, gameplay, levels, writing, and world are all made by hand. AI tools play a limited supporting role only — used to tweak character voices, assist and refine artwork, and add lip-sync to dialogue. Everything is reviewed and finished by hand before it ships. | Alien Science | - | Mar 18, 2026 | |
Gonochki In-game content artaudio | Marketing materials are made with AI, including Art and Music. | Ducat | - | Mar 18, 2026 | |
Assembly RTS - Unleash Your Forces In-game content textart | AI was used to assist with game localization, and create certain user interface elements. | Sean Nowotny | - | Mar 18, 2026 | |
Dinosaurs Dominion In-game content arttext | Some minor polish such as wording refinement and UI icons were assisted using AI tools.
All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house. | Arcupion Art | 31 | Mar 18, 2026 | |
Isle Of Pochimoon Unclear | during the creation of a few assets. | Antitesa Studio | - | Mar 18, 2026 | |
Respark In-game content art | Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods." | Enigmatic Network | 23 | Mar 18, 2026 | |
Ringborn Unclear art | Our team uses generative AI tools to assist in developing some game assets. | Parramatta Games Studios | - | Mar 18, 2026 | |
Sonorous | Deep Down Below In-game content codeaudio | This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game. | HOONAYA | - | Mar 18, 2026 | |
Borrowhelen In-game content audio | Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made. | 4-Cube Games | 18 | Mar 18, 2026 | |
Mad World Survivors art | Graphic | BadWolf Games | 16 | Mar 18, 2026 | |
In Woods In-game content art | Some artwork is AI-generated | Vision Party | 192 | Mar 18, 2026 | |
the Shadow of Swallow In-game content art | some textures were generated with AI | Raine Studio | 29 | Mar 18, 2026 | |
The Absolute Destroyer Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 18 | Mar 18, 2026 | |
The Classrooms In-game content artaudio | UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time. | Xefier Games | 1.7k | Mar 18, 2026 | |
Dual Gun Store/marketing art | We used AI to generate promotional images for the game. | Rocket Game | - | Mar 18, 2026 | |
By Grit Alone In-game content audioart | - AI voice changer applied to some voice acting.
- Some in game posters. | Crooks Peak | - | Mar 18, 2026 | |
Girls vs Zombies In-game content art | Some images in the middle of map loading are retouched using AI to improve their appearance, artistic retouching of some images for advertising, original images (screenshots) were used and retouched to make them more striking. | zadoch | - | Mar 18, 2026 | |
Brains n' Bullets In-game content audio | All voices for the announcer and the tutorial bot have been generated with AI | gamelynk.io | - | Mar 18, 2026 | |
Shatterline In-game content audio | Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC. | Frag Lab LLC | 16 | Mar 18, 2026 | |
Eleven Sunrises In-game content textart | AI was partially used for the creation of the Steam page cover, as well as to assist with the translation of UI and texts in the Early Access version. | Full Ideas Games | - | Mar 18, 2026 | |
鬼湧村 -ホラーゲーム- In-game content artaudio | Some character illustrations, item images and sounds are generated by AI and processed and edited for use by the developer. | GoodLuck3 Inc. | 13 | Mar 18, 2026 | |
A Quest That Became Legend In-game content art | Some character portraits and loading screens have been made using generative AI. | Neon Light Studio | 79 | Mar 18, 2026 | |
Chernobylite 2: Exclusion Zone In-game content textaudio | In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology. | The Farm 51 | 518 | Mar 18, 2026 |