AI used in some store images.
- Creator
- civciv
- Reviews
- -
- Added
- Jun 7, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI used in some store images.
AI tools were used to generate some store icons and capsule-style promotional images. No AI-generated content is used as core gameplay, game code, or customer-facing interactive systems.
Capsule Art. Partial code
Some visual assets in this game were created with the assistance of generative AI tools. All generated content has been reviewed and curated by the developer before being included in the game.
Music and some ambience sounds.
Generative AI tools were used as part of the development process. For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer. For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion. The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime.
SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team. The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files.
AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand.
This game was developed with the assistance of generative AI tools. However, AI does not generate any content in real-time or directly within the application. It was used exclusively during the production phase to create certain user interface elements, including visual components visible in-game. All AI-generated content was reviewed and approved by the development team prior to integration.
Some characters are generated using AI
Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer. Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing.
Parts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary.
A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot.
Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime.
AI was used as descriptions generator helper, and translation base.
Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows. Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle.
Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems.
AI tools were used only for creating promotional visual materials.
Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored.
This game is developed using a combination of artificial intelligence tools and human creativity. AI helps accelerate parts of the design and production process—such as prototyping, asset iteration, and content generation—allowing us to build richer experiences more efficiently. However, every element of the game is carefully reviewed, refined, and supervised by our development team. From gameplay design to final implementation, humans remain fully involved to ensure quality, consistency, and a fun player experience.
VainGraphics is a local AI workspace application. Its core functionality heavily utilizes live-generated AI content, allowing users to run Large Language Models (LLMs) to generate text, stories, and code snippets, as well as image generation models to create local artwork. All generative processes run locally on the user's hardware.
Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself.
Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools
AI was used to generate language strings and character generation.
AI Usage Disclosure Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
AI was partially utilized in the development of the game's code and localized text.
Some of the art assets and background music in this game were generated using artificial intelligence technology.
Some of the text was translated using AI.
AI-generated voice acting is used for some NPC dialogue. All gameplay mechanics, level design, and core game content are handcrafted.
The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools.
Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools.
Some assets on the store page are optimized with AI assistance.
Generative AI tools were used to assist with certain promotional artwork, visual assets and marketing materials.
AI is used to create marketing materials, including art and posters.
Intro music only.
New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team.
The AI is used to converse with the NPCs, the images were generated with the help of AI
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Coding Supported by anthropic Opus 4.6 & Opus 4.7 Music 13 era-specific tracks generated with Google Lyria · manually curated and mastered Voice (Klammi) Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM Avatars & Images Generated with DALL-E / Google Gemini Image · manually selected and background-removed Mascot Videos (Klammi) Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px Logo & Branding Generated with Google Gemini · background removed with rembg Translation Original content written in german, translated by Claude Sonett 4.6
To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback.
The development of VISE was assisted by AI
I used AI to create some promotional images and some of the in-game pictures.
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools.
FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer.
Regarding the AI disclosure, we would like to clarify the specific scope of AI usage in our game: 1. Asset Generation (Pre-generated AI Content): We have utilized generative AI tools exclusively for creating static assets. Specifically, AI was used to generate in-game icons, background images, and the store page assets (capsule images/banners). No real-time AI generation occurs during gameplay. 2. In-Game CPU Behavior (Non-AI): The NPC/CPU behavior and logic within the game are strictly controlled by standard programming using conditional statements (if-then statements) and random number generation (RNG). No AI or machine learning models are used for the gameplay mechanics or enemy logic.
During the development of Hell Cleaners, AI tools were used to create early concepts and references to help explore the visual direction of the game. All final art assets that ship in the game were created, painted, or reworked by hand by our art team. No AI-generated audio, voice, or narrative text is used in the shipped product. We believe games should be made by humans!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Vibe Farmer Store/marketing art | AI used in some store images. | civciv | - | Jun 7, 2026 | |
Worst Shop in Town In-game content art | AI tools were used to generate some store icons and capsule-style promotional images. No AI-generated content is used as core gameplay, game code, or customer-facing interactive systems. | Antique Box Studio | - | Jun 7, 2026 | |
Rabbits From The Gas Planet Store/marketing codeart | Capsule Art. Partial code | Unleashed Seal Studio LLC | - | Jun 7, 2026 | |
Voxenvale In-game content art | Some visual assets in this game were created with the assistance of generative AI tools. All generated content has been reviewed and curated by the developer before being included in the game. | PixelCat | - | Jun 6, 2026 | |
Hearthside In-game content audio | Music and some ambience sounds. | Glitch Wolf Games | - | Jun 6, 2026 | |
ATLASPIA: The Tower Manager In-game content artcode | Generative AI tools were used as part of the development process.
For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer.
For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion.
The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime. | IGM Studio | - | Jun 5, 2026 | |
Silent Terminal Store/marketing art | SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team.
The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files. | Bare Metal Xtreme | - | Jun 4, 2026 | |
Gardens Of Lutonia In-game content textart | AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand. | VOXELMANA | - | Jun 4, 2026 | |
Farming Chillhood In-game content art | This game was developed with the assistance of generative AI tools. However, AI does not generate any content in real-time or directly within the application. It was used exclusively during the production phase to create certain user interface elements, including visual components visible in-game. All AI-generated content was reviewed and approved by the development team prior to integration. | Keyboard Smasherz | - | Jun 4, 2026 | |
Crazy Oddballs: Idle RPG In-game content arttext | Some characters are generated using AI | Crazy Oddballs | 329 | Jun 4, 2026 | |
Sol Survivor In-game content codetext | Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer.
Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing. | Evil Space Games | - | Jun 3, 2026 | |
Runika: A World of Little Legends In-game content textart | Parts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary. | Pascal Dittrich | 88 | Jun 3, 2026 | |
Lorne In-game content art | A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot. | Lorne Studios | - | Jun 3, 2026 | |
CYCLES Store/marketing art | Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime. | argakiig | - | Jun 3, 2026 | |
Small Living World 2 In-game content text | AI was used as descriptions generator helper, and translation base. | 777 Pixels | - | Jun 3, 2026 | |
Company Captain: Westashes In-game content art | Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows.
Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle. | C&T | - | Jun 3, 2026 | |
Kaizen Kitchen: A Restaurant Simulator Store/marketing art | Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems. | Dark Secrets Studio | - | Jun 3, 2026 | |
Blockmind Store/marketing art | AI tools were used only for creating promotional visual materials. | Quacky Games | 142 | Jun 3, 2026 | |
Starminer In-game content arttext | Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored. | CoolAndGoodGames | 1.8k | Jun 3, 2026 | |
Airport Security Guard Unclear arttext | This game is developed using a combination of artificial intelligence tools and human creativity. AI helps accelerate parts of the design and production process—such as prototyping, asset iteration, and content generation—allowing us to build richer experiences more efficiently.
However, every element of the game is carefully reviewed, refined, and supervised by our development team. From gameplay design to final implementation, humans remain fully involved to ensure quality, consistency, and a fun player experience. | etermax | - | Jun 3, 2026 | |
VainGraphics Live AI textartcode | VainGraphics is a local AI workspace application. Its core functionality heavily utilizes live-generated AI content, allowing users to run Large Language Models (LLMs) to generate text, stories, and code snippets, as well as image generation models to create local artwork. All generative processes run locally on the user's hardware. | TigerMark | - | Jun 3, 2026 | |
Milling machine simulator In-game content art | Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team. | Igor Frank | 180 | Jun 3, 2026 | |
Market Simulator: Miami Beach Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | 63 | Jun 3, 2026 | |
galaksia online Store/marketing art | Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself. | Stellario games | - | Jun 3, 2026 | |
Assassin Of Spider 2: 2099 In-game content art | Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools | Saylor games | - | Jun 3, 2026 | |
Club Architect In-game content text | AI was used to generate language strings and character generation. | pesooo | - | Jun 3, 2026 | |
PNG BATTLE In-game content art | AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer. | marimori | - | Jun 3, 2026 | |
Square Computer In-game content text | AI was partially utilized in the development of the game's code and localized text. | Odd Games | - | Jun 3, 2026 | |
软件产业大亨 Software Industry Tycoon In-game content artaudio | Some of the art assets and background music in this game were generated using artificial intelligence technology. | Polarix Era Studio | - | Jun 3, 2026 | |
BallHole In-game content text | Some of the text was translated using AI. | Butterslug Games | - | Jun 3, 2026 | |
No Road Home In-game content audio | AI-generated voice acting is used for some NPC dialogue. All gameplay mechanics, level design, and core game content are handcrafted. | Nextnity Studio | - | Jun 3, 2026 | |
EClone Station In-game content audioart | The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools. | EClone Games | - | Jun 3, 2026 | |
Sprawl Life In-game content artaudiotext | Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools. | Hologram Nation | - | Jun 3, 2026 | |
十米爆爽超变 Store/marketing art | Some assets on the store page are optimized with AI assistance. | 十米爆爽超变 | 79 | Jun 3, 2026 | |
Cricket Management 26 Store/marketing art | Generative AI tools were used to assist with certain promotional artwork, visual assets and marketing materials. | Wilks Studios | 30 | Jun 3, 2026 | |
Built by Day, Bitten by Night Store/marketing art | AI is used to create marketing materials, including art and posters. | GameEraStudios | - | Jun 3, 2026 | |
Moon Rocks and Slimes In-game content audio | Intro music only. | Voided Pixels Studio | - | Jun 3, 2026 | |
New Science Live AI arttext | New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team. | Agapo Games | - | Jun 3, 2026 | |
Escape Chef Danegade! Live AI textart | The AI is used to converse with the NPCs, the images were generated with the help of AI | Danegade Game | - | Jun 3, 2026 | |
The Cornerman In-game content art | Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game. | APLCN Studios | - | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Pitch & Pixel In-game content codeaudioarttext | Coding
Supported by anthropic Opus 4.6 & Opus 4.7
Music
13 era-specific tracks generated with Google Lyria · manually curated and mastered
Voice (Klammi)
Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM
Avatars & Images
Generated with DALL-E / Google Gemini Image · manually selected and background-removed
Mascot Videos (Klammi)
Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px
Logo & Branding
Generated with Google Gemini · background removed with rembg
Translation
Original content written in german, translated by Claude Sonett 4.6 | Robert Kolloch | - | Jun 3, 2026 | |
AbsurDock In-game content text | To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback. | Phased Array Studios | - | Jun 3, 2026 | |
VISE Dev only | The development of VISE was assisted by AI | Nik's Games | - | Jun 3, 2026 | |
GhostomVillage In-game content art | I used AI to create some promotional images and some of the in-game pictures. | Stellar Perturbation | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
Biosphere Simulator In-game content artaudiotext | The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools. | ioStudios | - | Jun 3, 2026 | |
FOAMGRAVE In-game content artaudio | FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer. | TriadPixel | - | Jun 3, 2026 | |
Girlsnite - Anime Building Battle TPS In-game content art | Regarding the AI disclosure, we would like to clarify the specific scope of AI usage in our game:
1. Asset Generation (Pre-generated AI Content):
We have utilized generative AI tools exclusively for creating static assets. Specifically, AI was used to generate in-game icons, background images, and the store page assets (capsule images/banners). No real-time AI generation occurs during gameplay.
2. In-Game CPU Behavior (Non-AI):
The NPC/CPU behavior and logic within the game are strictly controlled by standard programming using conditional statements (if-then statements) and random number generation (RNG). No AI or machine learning models are used for the gameplay mechanics or enemy logic. | JohnSmith | - | Jun 3, 2026 | |
Hell Cleaners Dev only art | During the development of Hell Cleaners, AI tools were used to create early concepts and references to help explore the visual direction of the game. All final art assets that ship in the game were created, painted, or reworked by hand by our art team. No AI-generated audio, voice, or narrative text is used in the shipped product. We believe games should be made by humans! | WFP Entertainment | - | Jun 3, 2026 |