Some sound effects, written content, and artwork were generated with AI and then manually edited and refined.
- Creator
- momorange
- Reviews
- -
- Added
- Jul 31, 2026
Public Steam disclosure research 26,937 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 sound effects, written content, and artwork were generated with AI and then manually edited and refined.
Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer.
The artwork is AI generated. AI was used in some programming instances.
Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
This game was developed with the assistance of generative AI tools. AI was used to help create in-game art, UI elements and icons, parts of the script and dialogue text, the English localization, and store page materials (capsule images, screenshots, and trailer). All AI-assisted content was reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
The textures used for the game packaging are AI-generated and have been manually retouched.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer.
The background images and dogs pictures are pre-rendered AI art
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
AI was only used to assist with the generation of package sticker textures.
The game contains AI-generated assets.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
applying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
Some images has been generated using AI.
AI makes game better visual effect and gameplay logic.
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
All content was created using AI.
Some images created using AI for Steam Page.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display. Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
Helped find minor coding bugs/issues and coding suggestions.
AI used for sprite, and artwork. AI used to help code the game.
This game was developed with the assistance of generative AI tools. Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration. The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
AI tools were used during development solely for asset optimization and text proofreading.
Some sound effects materials are generated using artificial intelligence technology
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer.
Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime.
This game contains pre-generated AI-assisted visual assets, including promotional store images, character illustrations, icons, backgrounds, and other artwork used in the game. All AI-generated assets have been reviewed, selected, and edited by the developer before being included in the final product. The game does not use live or runtime AI or external AI services during gameplay.
Some visual assets (store artwork and logo) and localization text in this app were created with the assistance of generative AI tools. All AI-assisted content was reviewed and edited by the developer. The app does not generate any content with AI at runtime.
We used AI to translate the in-game text into other languages, and to write the store page description and translate it into other languages.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. The store trailer's letterboxed cinematic shots were generated with AI video tools from the game's own art, and its narrator is an AI voice; every full-screen trailer shot is real gameplay. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
We used generative AI tools (such as Midjourney) to pre-generate some background illustrations and story artworks. All generated assets have been carefully reviewed and edited to ensure they do not violate any copyright or community guidelines.
Pre-generated AI content: Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer. Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing. Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand. The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
Note: some imagery for the store page, in-game and marketing is pre-rendered by AI.
The pictures in the journal are created by AI.
The Game Icon and Logo were made from the inspirations of AI.
The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization.
Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
アートワーク、サウンド、ローカリゼーション
Generative AI was used as a supporting tool during solo development, mainly to find technical information faster, compare possible solutions, check code, organize notes, and explore early ideas. It saves a lot of time that would otherwise be spent searching through browser tabs and documentation. I also use it to help with translations. The game’s design, development decisions, implementation, and final content remain entirely under my control.. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Taxistanbul: Istanbul Taxi Simulator In-game content audioart | Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer. | Osas Games | - | Jul 31, 2026 | |
Rewritten: Chasing History In-game content artcode | The artwork is AI generated. AI was used in some programming instances. | GB | - | Jul 31, 2026 | |
Caveward In-game content arttext | Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer. | J. Souza | - | Jul 31, 2026 | |
Grave Danger In-game content arttextaudio | Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services. | Strictly MT Games | - | Jul 31, 2026 | |
Escape from Prompt: Rogue AI In-game content arttext | This game was developed with the assistance of generative AI tools. AI was used to help create in-game art, UI elements and icons, parts of the script and dialogue text, the English localization, and store page materials (capsule images, screenshots, and trailer). All AI-assisted content was reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay. | MGM LLC | - | Jul 31, 2026 | |
SHKSHK In-game content art | Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay. | JWG | - | Jul 31, 2026 | |
Game Shop Panic In-game content art | The textures used for the game packaging are AI-generated and have been manually retouched. | Yagni Lab | 10 | Jul 30, 2026 | |
Gemfire Survival Store/marketing codetext | Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Jul 30, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Turing Heads In-game content text | In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer. | Groundbreakers | - | Jul 30, 2026 | |
Chronime Puzzle: Dogs In-game content art | The background images and dogs pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 30, 2026 | |
Archive of Fate In-game content artaudiotextcode | Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay. | whitefir | - | Jul 30, 2026 | |
Package chaos In-game content art | AI was only used to assist with the generation of package sticker textures. | FunTap Games | 105 | Jul 30, 2026 | |
Pawcel: Bounce In-game content | The game contains AI-generated assets. | Bauta Studio | - | Jul 30, 2026 | |
Tiny Chef In-game content art | Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist. | Brydon Creative Inc. | - | Jul 30, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
Documancy Unclear art | Some images has been generated using AI. | Rufus Room | - | Jul 30, 2026 | |
NEON FORTRESS Unclear | AI makes game better visual effect and gameplay logic. | tangcq | - | Jul 30, 2026 | |
Rendhelm: World of the Dragonsea In-game content arttext | Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met. | ZaxtorGameS | - | Jul 30, 2026 | |
Industrial Mogul In-game content art | Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data. | codebooster | - | Jul 30, 2026 | |
Oh No! I’m Surrounded by Polygons! In-game content artaudiocodetext | All content was created using AI. | mex | - | Jul 30, 2026 | |
Renz Village Adventure Store/marketing art | Some images created using AI for Steam Page. | Logan Renz | - | Jul 30, 2026 | |
Tatomic In-game content art | Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction. | nitzan.games LLC | - | Jul 30, 2026 | |
Combo Break Dev only code | Helped find minor coding bugs/issues and coding suggestions. | IncrementalGaming | - | Jul 30, 2026 | |
Bots to Mars In-game content artcode | AI used for sprite, and artwork. AI used to help code the game. | Benybob | - | Jul 30, 2026 | |
BRAWLZERK In-game content arttext | This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input. | Reforbli | - | Jul 30, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
RV Life Sim Dev only arttext | AI tools were used during development solely for asset optimization and text proofreading. | Enes PASTIRMACI | - | Jul 30, 2026 | |
企鹅塔防Penguin TD In-game content audio | Some sound effects materials are generated using artificial intelligence technology | ELGoods | - | Jul 30, 2026 | |
Art of Breathing Store/marketing arttext | Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy. | Subhojit Kumar Mahato | - | Jul 30, 2026 | |
All Your Wrestling Pro Manager In-game content art | Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer. | All Your Games Studios | 23 | Jul 30, 2026 | |
Voxel Dynasties In-game content art | Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime. | Felix Kempin | - | Jul 30, 2026 | |
Political Survival - Head of State In-game content art | This game contains pre-generated AI-assisted visual assets, including promotional store images, character illustrations, icons, backgrounds, and other artwork used in the game. All AI-generated assets have been reviewed, selected, and edited by the developer before being included in the final product. The game does not use live or runtime AI or external AI services during gameplay. | plausegame7 | - | Jul 30, 2026 | |
Quest Log In-game content arttext | Some visual assets (store artwork and logo) and localization text in this app were created with the assistance of generative AI tools. All AI-assisted content was reviewed and edited by the developer. The app does not generate any content with AI at runtime. | yidev | - | Jul 30, 2026 | |
忘れ物 In-game content text | We used AI to translate the in-game text into other languages, and to write the store page description and translate it into other languages. | to_teki | - | Jul 30, 2026 | |
Song of Larithea In-game content artaudiotext | Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships. | Inga Pflaumer | - | Jul 30, 2026 | |
Gunmetal Orbit In-game content artaudio | Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. The store trailer's letterboxed cinematic shots were generated with AI video tools from the game's own art, and its narrator is an AI voice; every full-screen trailer shot is real gameplay. All gameplay code and game design are human-made, and the game does not generate any AI content while you play. | Austin Spraggins | - | Jul 30, 2026 | |
Holdem God - MindBuster In-game content art | We used generative AI tools (such as Midjourney) to pre-generate some background illustrations and story artworks. All generated assets have been carefully reviewed and edited to ensure they do not violate any copyright or community guidelines. | [STUDIO]GreenSkin | - | Jul 30, 2026 | |
Apocalipsis Survivor In-game content artcode | Pre-generated AI content:
Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer.
Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing.
Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand.
The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service. | TomDev | - | Jul 30, 2026 | |
Agon Protocol In-game content artaudio | Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development. | Atrimn | - | Jul 30, 2026 | |
Blue Guy Must Die In-game content art | Note: some imagery for the store page, in-game and marketing is pre-rendered by AI. | Gravistar Games | - | Jul 30, 2026 | |
Xydorth In-game content art | The pictures in the journal are created by AI. | SadGaming | - | Jul 30, 2026 | |
Disco In-game content art | The Game Icon and Logo were made from the inspirations of AI. | Aspect Digital Software Ltd | - | Jul 30, 2026 | |
Crownbane In-game content artaudio | The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 30, 2026 | |
Two-Dye In-game content artaudiotext | Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization. | Smidd Games | - | Jul 30, 2026 | |
Huff & Puff Store/marketing text | Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content. | RubyxQube Games | - | Jul 30, 2026 | |
PHOSPHOR Dev only | Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team. | Manawave | - | Jul 30, 2026 | |
Siribird In-game content artaudiotext | アートワーク、サウンド、ローカリゼーション | YaaaJi | - | Jul 30, 2026 | |
1930: Farm Manager Dev only codetext | Generative AI was used as a supporting tool during solo development, mainly to find technical information faster, compare possible solutions, check code, organize notes, and explore early ideas. It saves a lot of time that would otherwise be spent searching through browser tabs and documentation. I also use it to help with translations. The game’s design, development decisions, implementation, and final content remain entirely under my control.. The game does not generate AI content during gameplay. | OMG Studio | - | Jul 30, 2026 |