AI-generated artifacts
- Creator
- Among Super-Eaters
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,985 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI-generated artifacts
Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator.
AI tools were used for minor elements in promotional artwork.
Some of the text translations in this game were assisted by generative AI tools. All visual assets, artwork, and music were created entirely by human artists and composers.
I used AI to learn how to make this and to test for Linux, SteamOS and MacOS compatability.
As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding.
Some visual assets in this game (including the main menu background and Steam store page capsule images) were created using generative AI tools (Google Gemini). All AI-generated content was pre-rendered during development and reviewed by the developer. The game does not use any AI generation during gameplay — all assets are static and packaged with the game.
The login screen images and character images are AI-generated.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
AI tools use to edit game visuals
This game uses generative AI in the creation of the following in-game assets: Background images for the title screen, game clear screen, and game over screen. Sticky notes, bulletin boards, and elevator information panels within the game screen. In-game image assets such as elevators.
Scenarios for using generative AI in games: -Using generative AI to adjust game programs -Using generative AI to create art assets -Used AI tools to assist with multilingual localization translation (pre-generated text)
This game incorporates generative AI to enhance visual storytelling and character depth in the following ways: Video Content: A portion of the ending cinematic utilizes footage generated by Sora 2, which can be identified by its watermark. Character Illustrations: Three soldier profile photos displayed within the Personnel Search Center were created using ChatGPT (DALL-E). We have used these tools to supplement the creative vision of our team and ensure a more immersive atmosphere for our players.
This game uses AI assistance in the following areas: - Localization: Some translations were assisted by AI tools. - Some promotional or UI images were partially generated or refined using AI tools. All gameplay content, art direction, and core assets are created by human developers.
1. In-game artwork Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT (image generation) and further edited, retouched, and composed by the developer in the final art pipeline. 2. Store page and marketing graphical assets Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI ChatGPT, and further edited, retouched, and composed by the developer before upload. 3. In-game localization Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy. Runtime behavior: - No generative AI models are bundled with or called from the shipped game binary. - All AI-generated content is pre-rendered and baked into final assets at build time. - No user inputs are sent to any AI service during gameplay.
This game's development used generative AI in three specific areas: 1. Source code: Portions of the source code were authored with assistance from large language model (LLM) coding tools. 2. Localization: In-game text translations for 10 languages (English, Simplified Chinese, Traditional Chinese, Korean, Russian, German, French, Spanish, Brazilian Portuguese, and Italian) were generated using LLM-based tools from the original Japanese source text. 3. Visual assets (UI graphics and logo): Generative AI was used in some cases to assist with creating certain in-game UI icons and the game logo. These AI-assisted assets are limited to generic UI elements (icons, indicators) and abstract logo designs, and do not depict real-world characters, brands, or copyrighted materials.
本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权
At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
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.
Loopfall uses generative AI for select shipped content: • Music — created in collaboration with ElevenLabs. • Sound effects — generated with ElevenLabs Sound Effects. • Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API. All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release.
Some promotional/marketing materials (capsule art, store page images) were created with the help of AI image generation tools.
all the pictures are generated by artificial intelligence.
Nothing is outside the scope of AI usage. Images were generated with an AI workflow. Sounds are free and edited. Code includes consultation with free tier LLMs.
Store page translations and Localization with AI assistance and reviewed by the developer.
The art, layout and the engine in this game were partially managed and tested using AI tools.
This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency.
Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original.
This game uses generative AI tools in part for creating UI character images and music. These assets are further edited and refined by the developer before being implemented into the final game content. No AI-generated content is created in real time during gameplay.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines.
AI-generated audio resources
The dubbing was done using AI
Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored.
This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
The game contains assets generated with AI, such as textures.
Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing.
This game uses LLM for localization.
Used for programming assistance and text translation.
AI generated or edited with AI art. OpenAI Codex support during programming.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
game logo and menu items made with ai tools
Partly coding and art assets.
AI was used to create some of the artwork, sprites and music.
For multi-language localization of the Steam store page
Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative.
Flux Tower Defense uses generative AI in the following development areas: • Store page artwork: Main, header, library, small, and vertical capsule images, library hero, library header, and page background were created using AI image generation tools with human direction, prompt iteration, and post-processing. The "FLUX TOWER DEFENSE" wordmark typography was added manually. • Achievement icons: The 20 in-game achievement icons were generated with AI image tools using hand-authored prompts and manually curated selections. • Localization: Non-English store page descriptions were translated with AI assistance and reviewed before publication. The game's runtime contains NO generative AI. All gameplay systems (towers, enemies, traps, waves, pathfinding, damage, upgrades), UI, and in-game visuals are deterministic code rendered live via HTML5 Canvas 2D. There are no pre-rendered sprites, no AI-generated game content, and no AI inference during play.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
This title uses generative AI for part of its localization process. AI-generated translation drafts are reviewed and edited by the developer before implementation. No content is dynamically generated by generative AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Real Car Market Simulator Together Unclear | AI-generated artifacts | Among Super-Eaters | - | May 23, 2026 | |
Last Lawn Standing In-game content art | Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator. | Gravel Roads Studio | - | May 23, 2026 | |
Not My Son Store/marketing art | AI tools were used for minor elements in promotional artwork. | Antantic | - | May 23, 2026 | |
Drum Incremental In-game content text | Some of the text translations in this game were assisted by generative AI tools. All visual assets, artwork, and music were created entirely by human artists and composers. | Samuel Ruiz | - | May 23, 2026 | |
Minesweeper: Unlimited Expansion Dev only code | I used AI to learn how to make this and to test for Linux, SteamOS and MacOS compatability. | Hugh | - | May 23, 2026 | |
Eternal Eden™ Resurgence In-game content art | As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding. | Wathitdew Record | - | May 23, 2026 | |
Ninja Survivor Store/marketing art | Some visual assets in this game (including the main menu background and Steam store page capsule images) were created using generative AI tools (Google Gemini). All AI-generated content was pre-rendered during development and reviewed by the developer. The game does not use any AI generation during gameplay — all assets are static and packaged with the game. | olyan | - | May 23, 2026 | |
摸金秘藏 Store/marketing art | The login screen images and character images are AI-generated. | 摸金工作室 | - | May 23, 2026 | |
The Meridian In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | May 23, 2026 | |
Vacation Adventures: Park Ranger 18 Collectors Edition In-game content art | AI tools use to edit game visuals | Casual Arts | - | May 23, 2026 | |
'In You We Trust, Not Algorithms' ~Newbie Matsumoto's Manual Elevator Operation with Sticky Notes~ In-game content art | This game uses generative AI in the creation of the following in-game assets:
Background images for the title screen, game clear screen, and game over screen.
Sticky notes, bulletin boards, and elevator information panels within the game screen.
In-game image assets such as elevators. | Kariya_Zucchini | - | May 23, 2026 | |
我在大陆送外卖 In-game content textart | Scenarios for using generative AI in games:
-Using generative AI to adjust game programs
-Using generative AI to create art assets
-Used AI tools to assist with multilingual localization translation (pre-generated text) | MoonCake_Game | - | May 23, 2026 | |
야간근무 - Finding In-game content arttext | This game incorporates generative AI to enhance visual storytelling and character depth in the following ways:
Video Content: A portion of the ending cinematic utilizes footage generated by Sora 2, which can be identified by its watermark.
Character Illustrations: Three soldier profile photos displayed within the Personnel Search Center were created using ChatGPT (DALL-E).
We have used these tools to supplement the creative vision of our team and ensure a more immersive atmosphere for our players. | Videogame by Lee Si Hyeon | - | May 23, 2026 | |
Legend of Gaia: Rebirth In-game content textart | This game uses AI assistance in the following areas:
- Localization: Some translations were assisted by AI tools.
- Some promotional or UI images were partially generated or refined using AI tools.
All gameplay content, art direction, and core assets are created by human developers. | Yusheng | - | May 23, 2026 | |
Not a Trolley Problem! In-game content arttext | 1. In-game artwork
Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT
(image generation) and further edited, retouched, and composed by the developer in the final art pipeline.
2. Store page and marketing graphical assets
Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI
ChatGPT, and further edited, retouched, and composed by the developer before upload.
3. In-game localization
Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy.
Runtime behavior:
- No generative AI models are bundled with or called from the shipped game binary.
- All AI-generated content is pre-rendered and baked into final assets at build time.
- No user inputs are sent to any AI service during gameplay. | NEOTOLIS LLC | - | May 23, 2026 | |
Signal Zero In-game content codetextart | This game's development used generative AI in three specific areas:
1. Source code: Portions of the source code were authored with assistance from large language model (LLM) coding tools.
2. Localization: In-game text translations for 10 languages (English, Simplified Chinese, Traditional Chinese, Korean, Russian, German, French, Spanish, Brazilian Portuguese, and Italian) were generated
using LLM-based tools from the original Japanese source text.
3. Visual assets (UI graphics and logo): Generative AI was used in some cases to assist with creating certain in-game UI icons and the game logo. These AI-assisted assets are limited to generic UI elements
(icons, indicators) and abstract logo designs, and do not depict real-world characters, brands, or copyrighted materials. | Hollow Frame | - | May 23, 2026 | |
我的钓鱼世界 Store/marketing art | 本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权 | 华幸 | 190 | May 23, 2026 | |
PULSARI In-game content audio | At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play. | Critics Arcade | - | 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 | |
Loopfall In-game content audiotext | Loopfall uses generative AI for select shipped content:
• Music — created in collaboration with ElevenLabs.
• Sound effects — generated with ElevenLabs Sound Effects.
• Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API.
All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release. | Lukas Korba | - | May 23, 2026 | |
MutaPit Store/marketing art | Some promotional/marketing materials (capsule art, store page images) were created with the help of AI image generation tools. | Jackie & Feifei | - | May 23, 2026 | |
Visual novel: The One from the Dark In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | 14 | May 23, 2026 | |
Nursing Simulator—Code Ube In-game content artaudiocode | Nothing is outside the scope of AI usage. Images were generated with an AI workflow. Sounds are free and edited. Code includes consultation with free tier LLMs. | Mobile Nursing LLC | - | May 23, 2026 | |
Synapse Idle In-game content text | Store page translations and Localization with AI assistance and reviewed by the developer. | PAVDUP | - | May 23, 2026 | |
Lost Vessel Dev only art | The art, layout and the engine in this game were partially managed and tested using AI tools. | Lazy Frog Games | 63 | May 23, 2026 | |
Night Record: Thin Walls In-game content artaudio | This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency. | Althera Studio | 104 | May 23, 2026 | |
AI Apocalypse In-game content artaudio | Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original. | Scuffed Studios | - | May 23, 2026 | |
Gear Notes -ogre slayer- In-game content artaudio | This game uses generative AI tools in part for creating UI character images and music.
These assets are further edited and refined by the developer before being implemented into the final game content.
No AI-generated content is created in real time during gameplay. | GraphicLatte | - | May 23, 2026 | |
Random Coin In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | May 23, 2026 | |
Solo Defending Dev only | This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines. | Masonosam | - | May 23, 2026 | |
MeowRig Unclear audio | AI-generated audio resources | PotionWorks | - | May 23, 2026 | |
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
Happy Lane: The Threshold In-game content audioart | Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored. | Rover Studio | - | May 23, 2026 | |
Bravely Doomed Live AI text | This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content. | Phillip Donnelly | - | May 23, 2026 | |
Indian Street Food Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | C51 Games | - | May 23, 2026 | |
NoCube In-game content art | The game contains assets generated with AI, such as textures. | KuutioPixel Oy | - | May 23, 2026 | |
Manifest Moonfall 月球坠落 In-game content art | Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing. | 吃了就睡工作室 | - | May 23, 2026 | |
Nooodles: Brutalism Edition In-game content text | This game uses LLM for localization. | RoRoKaii Works | - | May 23, 2026 | |
GolFall: Make Your Way Up Dev only text | Used for programming assistance and text translation. | tesakiza | - | May 23, 2026 | |
Necroforge: Outbreak In-game content artcode | AI generated or edited with AI art. OpenAI Codex support during programming. | Sorontar Entertainment | - | May 23, 2026 | |
Just Dying Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Toloko Games | - | May 23, 2026 | |
How Much for the Body in the Freezer In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 212 | May 23, 2026 | |
Assassin Of Aliens Store/marketing art | game logo and menu items made with ai tools | Saylor Games | 10 | May 23, 2026 | |
Hutong Gambit In-game content artcode | Partly coding and art assets. | Half Flower | - | May 23, 2026 | |
WHERE IS MY CAT? In-game content artaudio | AI was used to create some of the artwork, sprites and music. | NinjaCat | - | May 23, 2026 | |
Glitch Forest In-game content text | For multi-language localization of the Steam store page | BUBBLE.exe | - | May 23, 2026 | |
Titanic Escape Simulator™ In-game content audio | Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative. | magicprostudio | 418 | May 23, 2026 | |
Flux Tower Defense In-game content arttext | Flux Tower Defense uses generative AI in the following development areas:
• Store page artwork: Main, header, library, small, and vertical capsule images, library hero, library header, and page background were created using AI image generation tools with human direction, prompt iteration, and post-processing. The "FLUX TOWER DEFENSE" wordmark typography was added manually.
• Achievement icons: The 20 in-game achievement icons were generated with AI image tools using hand-authored prompts and manually curated selections.
• Localization: Non-English store page descriptions were translated with AI assistance and reviewed before publication.
The game's runtime contains NO generative AI. All gameplay systems (towers, enemies, traps, waves, pathfinding, damage, upgrades), UI, and in-game visuals are deterministic code rendered live via HTML5 Canvas 2D. There are no pre-rendered sprites, no AI-generated game content, and no AI inference during play. | ArcadeDeck | - | May 23, 2026 | |
Rogue Realm: Guardian Grids In-game content arttext | The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited. | YogurtGames | 96 | May 23, 2026 | |
Elecade In-game content text | This title uses generative AI for part of its localization process.
AI-generated translation drafts are reviewed and edited by the developer before implementation.
No content is dynamically generated by generative AI during gameplay. | PongorianGames | - | May 23, 2026 |