only voice acting
- Creator
- 1408 Game Studio
- Reviews
- 12
- Added
- May 23, 2026
Public Steam disclosure research 25,994 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.
only voice acting
Music and some art assets were created using AI.
A small portion of textures are AI-generated.
Some of the illustrations and translations were created using generative AI.
Contains some optional AI generated voice samples, using Canva, strictly in order to comply with United States Twenty-First Century Communications and Video Accessibility Act (CVAA)
Some store and library marketing images were created with AI-assisted image generation. The game’s code, gameplay systems, balancing, ship behavior, upgrade systems, and implementation were developed by the developer.
Some visual assets and artwork in this game were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer. All final content has been reviewed and adjusted to ensure consistency, quality, and compliance with Steam guidelines.
AI is used for transcribing voice recordings and for some text-to-speech use cases. Also used for the narrator and parts of the sound suite.
Portions of the artwork in this game were created using AI-assisted tools and subsequently edited, curated, and integrated by the developer. The game's overall artistic direction, visual design, and asset integration remain the work of the human developer.
This work uses AI as assistance for some translation and code generation. The core game content and experience are designed and created by humans.
Generative AI were used only to assist with localization and translation. All localized text is reviewed and edited by the development team. No art, audio, or code used AI generation.
AI tools were used in a supporting role during the development of this game. Specifically, AI was used to assist with parts of the localization process, the creation of some UI concepts and UI elements, and coding support such as drafting and organizing code. All final review, editing, implementation, and quality control were performed by the developer.
Some sprite artwork in this game was created with the assistance of generative AI tools during development.
AI were used to assist with translating text into multiple languages.
Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team. For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials. AI is not used for real-time content generation, gameplay systems, or story generation.
All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency.
This game made auxiliary use of pre-generated AI tools during solo development to improve efficiency in areas such as programming code scripts, game system data structure design, draft text writing, and the creation of certain UI icons (such as trait nodes). All AI-assisted content in the game—including code, graphic assets, and text—was thoroughly reviewed, revised, and reworked by the developer to align with the game's intended direction. This game does not include live-generated AI content that is created through real-time interaction with players.
Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI.
This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game.
Sector Scavengers was built almost 100% using AI agents and tools. Makko.ai created the game art, animations, and game code/logic, and the trailers were made with a combination of Grok and 11 Labs.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer. No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load. I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time. What wasn't made with AI: The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part). What is heavily AI-generated: Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game. Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience.
The translations of this game into other languages were created using generative AI tools and reviewed by the development team.
AI was used during development to assist with translations for the game and store page.
Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game.
Icons used in the UI in the game, Steam achievement icons and Steam Store Assets are made with generative AI art.
Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience.
"Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game."
Some character and monster concepts were generated using generative AI, then manually modified and refined.
Game development was accelerated through use of AI code assistants to help create and test the software code. Language translations were provided by AI.
AI tools were used during development to assist with text localization, narrative drafting, and music prompt generation. All game design, pixel art, code, and final creative decisions are made by the developer.
AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress.
In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality.
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
AI-Generated Content Disclosure: This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality. Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer. All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work.
background music tracks were created with the assistance of generative AI. No AI-generated content is created during gameplay.
该游戏图像包含AI辅助
We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience.
This game uses generative AI to power character dialogue. No AI is used for art assets, music, or pre-generated content.
Some pre-generated visual assets in Grimshaw's Blotto were created with the assistance of generative AI during development. The game does not generate AI content during gameplay.
3D Modeling Tool: Meshy (or Unity Asset store) Giant eye (2D Sprite): Nano Banana
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff.
AI was used to generate art for textures and voiceovers for this game
AI was only used to translate the Steam store page
Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional Text to Speech software is used for the AI cars commands. this can be toggled off ingame LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
R.E.C Demo In-game content audio | only voice acting | 1408 Game Studio | 12 | May 23, 2026 | |
Project GOVNOVOSIS In-game content audioart | Music and some art assets were created using AI. | Talentless Clown | - | May 23, 2026 | |
Lumory: A Distant Summer In-game content art | A small portion of textures are AI-generated. | Lumenveildev | - | May 23, 2026 | |
VVV In-game content arttext | Some of the illustrations and translations were created using generative AI. | CatHut | - | May 23, 2026 | |
Hog Havoc In-game content audio | Contains some optional AI generated voice samples, using Canva, strictly in order to comply with United States Twenty-First Century Communications and Video Accessibility Act (CVAA) | Slidegrass | - | May 23, 2026 | |
Project Vanguard In-game content art | Some store and library marketing images were created with AI-assisted image generation. The game’s code, gameplay systems, balancing, ship behavior, upgrade systems, and implementation were developed by the developer. | MrBastion | - | May 23, 2026 | |
Milky Way: Chumak Trail In-game content art | Some visual assets and artwork in this game were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer.
All final content has been reviewed and adjusted to ensure consistency, quality, and compliance with Steam guidelines. | Hidden Folder | - | May 23, 2026 | |
Leave a Message In-game content audio | AI is used for transcribing voice recordings and for some text-to-speech use cases. Also used for the narrator and parts of the sound suite. | Made by DIB | - | May 23, 2026 | |
CHOMP CHOMP Carnage In-game content art | Portions of the artwork in this game were created using AI-assisted tools and subsequently edited, curated, and integrated by the developer. The game's overall artistic direction, visual design, and asset integration remain the work of the human developer. | Llamaplay | - | May 23, 2026 | |
Kill The Nova In-game content codetext | This work uses AI as assistance for some translation and code generation. The core game content and experience are designed and created by humans. | NQV4 | - | May 23, 2026 | |
Dinghai: The Ocean Pillar In-game content text | Generative AI were used only to assist with localization and translation. All localized text is reviewed and edited by the development team.
No art, audio, or code used AI generation. | Justdan | - | May 23, 2026 | |
だるま観察日記 In-game content textcode | AI tools were used in a supporting role during the development of this game. Specifically, AI was used to assist with parts of the localization process, the creation of some UI concepts and UI elements, and coding support such as drafting and organizing code. All final review, editing, implementation, and quality control were performed by the developer. | LilyCompany | 20 | May 23, 2026 | |
Roller Coaster Looper In-game content art | Some sprite artwork in this game was created with the assistance of generative AI tools during development. | Earlio Games | - | May 23, 2026 | |
Fish Slayer In-game content text | AI were used to assist with translating text into multiple languages. | easymemo(悬厘) | - | May 23, 2026 | |
Petro Hunter In-game content art | Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team.
For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials.
AI is not used for real-time content generation, gameplay systems, or story generation. | The Origin | - | May 23, 2026 | |
记忆迷宫 Memory Maze In-game content art | All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency. | Director Liu | - | May 23, 2026 | |
Evergarden In-game content arttextcode | This game made auxiliary use of pre-generated AI tools during solo development to improve efficiency in areas such as programming code scripts, game system data structure design, draft text writing, and the creation of certain UI icons (such as trait nodes). All AI-assisted content in the game—including code, graphic assets, and text—was thoroughly reviewed, revised, and reworked by the developer to align with the game's intended direction. This game does not include live-generated AI content that is created through real-time interaction with players. | GridForge_Labs | - | May 23, 2026 | |
Nothing Remains In-game content art | Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI. | Diego Gacitúa | - | May 23, 2026 | |
Ascension: The Infinite Descent In-game content artaudio | This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game. | Zerith | - | May 23, 2026 | |
Sector Scavengers: Signal & Salvage In-game content artcode | Sector Scavengers was built almost 100% using AI agents and tools. Makko.ai created the game art, animations, and game code/logic, and the trailers were made with a combination of Grok and 11 Labs. | HazelsHeroes | - | May 23, 2026 | |
Florence Mirror In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | FLOREGO, EerieEchoGames | - | May 23, 2026 | |
The Crowd Decides In-game content art | Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer.
No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted. | David C. | - | May 23, 2026 | |
Div Zero In-game content audioart | This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools. | ImmersiveXLabs | - | May 23, 2026 | |
Red Conflict 2044 In-game content artaudio | Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping). | NBS-Games | - | May 23, 2026 | |
Reclaim: Earth Protocol In-game content artaudiotext | Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience. | Lazy Avocado Studio | - | May 23, 2026 | |
Chip Away In-game content text | The translations of this game into other languages were created using generative AI tools and reviewed by the development team. | Domeldor | - | May 23, 2026 | |
Prehistoric Pit In-game content text | AI was used during development to assist with translations for the game and store page. | Moko | - | May 23, 2026 | |
Nerd Shop Simulator In-game content art | Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game. | Patrick Schlothmann | - | May 23, 2026 | |
Hel Survivor In-game content art | Icons used in the UI in the game, Steam achievement icons and Steam Store Assets are made with generative AI art. | KHQ | - | May 23, 2026 | |
Road To Glory In-game content arttext | Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience. | UPLAY Online | - | May 23, 2026 | |
Revenge Of Destiny In-game content art | "Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game." | ULCgames | - | May 23, 2026 | |
GridFall: Nine-Grid In-game content art | Some character and monster concepts were generated using generative AI, then manually modified and refined. | SnowTide.Studio | - | May 23, 2026 | |
PhotoBricks In-game content codetext | Game development was accelerated through use of AI code assistants to help create and test the software code.
Language translations were provided by AI. | Berenott Digital | - | May 23, 2026 | |
Sorry, My King In-game content textaudio | AI tools were used during development to assist with text localization,
narrative drafting, and music prompt generation. All game design, pixel art,
code, and final creative decisions are made by the developer. | Game Crafters Collective | - | May 23, 2026 | |
Tabletop Survivors In-game content art | AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress. | Rens Studio | - | May 23, 2026 | |
Cubie In-game content arttext | In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality. | Radvi Games | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
RoPos In-game content artaudio | AI-Generated Content Disclosure:
This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality.
Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer.
All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work. | GoodVibes Pado | - | May 23, 2026 | |
Guild of Three In-game content audio | background music tracks were created with the assistance of generative AI.
No AI-generated content is created during gameplay. | BlueTale | - | May 23, 2026 | |
树人 In-game content art | 该游戏图像包含AI辅助 | Lostoar Studio | - | May 23, 2026 | |
Quantum Fight : Aero 2299 In-game content art | We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience. | diverres jean-yves | - | May 23, 2026 | |
AI School Simulator In-game content text | This game uses generative AI to power character dialogue. No AI is used for art assets, music, or pre-generated content. | StarForge Software | - | May 23, 2026 | |
Grimshaw's Blotto In-game content art | Some pre-generated visual assets in Grimshaw's Blotto were created with the assistance of generative AI during development. The game does not generate AI content during gameplay. | GhostRZZR | - | May 23, 2026 | |
We are one body In-game content art | 3D Modeling Tool: Meshy (or Unity Asset store)
Giant eye (2D Sprite): Nano Banana | Yang9 | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
Midnight Queue In-game content arttext | AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages. | CORISCO STUDIO | - | May 23, 2026 | |
Signal Scavenger In-game content art | A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff. | Iraqi Games Studio | - | May 23, 2026 | |
OBSERVE In-game content artaudio | AI was used to generate art for textures and voiceovers for this game | Chris Alvey | - | May 23, 2026 | |
After Hue In-game content text | AI was only used to translate the Steam store page | Afterthought | - | May 23, 2026 | |
Find AI Parking Spot In-game content artaudiotext | Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional
Text to Speech software is used for the AI cars commands. this can be toggled off ingame
LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car. | LGS | - | May 23, 2026 |