AI was used for programming and artwork
- Creator
- Tegridy Made Games
- Reviews
- -
- Added
- Mar 18, 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 was used for programming and artwork
This game uses Generative AI to create some image assets.
AI-based voice conversion is used for a single cameo character to respectfully recreate and restore the voice of a deceased person from archival recordings, while all dialogue is written manually.
AI-generated artwork: Used Banana AI/Midjourney with reference images to create consistent bird fighting game visuals (raven capsule, owl hero banner) matching Steam specs in 2 hours.
Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand.
- 2D Artwork - Background Music (BGM) - Sound Effects (SFX)
Used AI to help me with backend code and lower repetitive game code. After all I am only one person.
Some textures have been generated or upscaled using AI tools. Some NPC voices have been generated with AI. Some icons have been generated with AI.
I put together the game's soundtrack using some AI tools to help with the initial ideas. They made it easy to quickly try out different melodies, beats, and sound effects, generating a bunch of variations in no time. From there, I went through everything by hand—tweaking, editing, and polishing until it all felt just right for the intense, quick matches. The AI was basically a time-saver that sped up brainstorming, but every final track was shaped and approved by me to nail that high-energy, competitive vibe. Some visual marketing assets on our store presence were created with generative AI and then manually edited/curated by our team. This includes certain store capsules and library images only.
AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release!
AI tools were utilized to assist with coding, text generation, and creating some graphical assets.
For the non-English versions of this game, we have used AI to generate the translations.
Generative artificial intelligence was used during development to assist with creating only a few concept art pieces, while the majority of concept art was drawn by the development team. AI was also used to help polish certain 2D scene visuals. All AI-assisted content was reviewed, refined, and integrated by the team to ensure it fits the game’s artistic vision and quality standards.
AI Usage: very few 3D models
AI used for concepts and the creation of some assets
AI-Generated Content Policy: To efficiently utilize development resources, we have leveraged AI generation technology to create some of the background images and promotional artwork, BGM on this store page.
Spaceship announcer voice lines
Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash.
This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development.
游戏图标、steam商店页面以及库页面的所有宣传图(不包括游戏截图)皆是使用AI生成
AI assistance was used to enhance the quality of the design of some cards in the video game.
Most of the images and translations are created using generative AI.
This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static.
Imágenes, escenarios e ilustraciones.
Some game assets are AI generated,
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player: Reactive Dialogue: AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts. Art & Media Asset Generation: Outside of dialogue, AI is mainly used to create and vary game art assets, including: Character and illustration variants Backgrounds and visual effects Music and ambient soundscapes Sound effects Voice-over lines Short in-game videos / cutscenes All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style.
I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai.
Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay.
Used AI for a couple of images
A small number of assets have been created with AI assistance as well as some of the marketing text on the store page.
The AI was generated to create some scripts for the game's programming.
AI has been used to generate game store promotional images, game icons, and other game resources, as well as in-game text descriptions.
Store page uses AI generated Art
Used AI to generate starting images for store page.
The promotional materials used in the store include AI-generated animations.
Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork. AI is not used to live-generate content or code during gameplay.
In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated. In our assets on the shop page, the globe that Atlas is holding has been edited using AI.
3D models and some 2D visuals / textures are made by AI assisted
We use a third-party tool to generate the officer and news cast videos. The scripts and dialogue are 100% written by human writers. The AI tool is used solely to animate the visual character and lip-sync to the script.
This game includes developer-created AI-generated music. Players do not generate or modify any AI content.
游戏内包含少量AI辅助生成内容。
Use generative AI to create some of the original paintings and icons
Warvox uses AI-generated artwork only for promotional images on the Steam store page. The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team. Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets. No generative AI alters player content, visuals, progression, or narrative during gameplay.
本遊戲在開發過程中,使用了生成式 AI 技術作為美術創作的輔助工具(應用於部分角色立繪、場景背景與介面圖示)。所有 AI 生成的素材皆經過美術團隊的後期修飾與調整,以確保符合遊戲的視覺風格與品質標準。
Some of the visual assets had the initial artwork generated by Sora. Then it was heavily modified and improved for the final product. No generation is done in game.
Generative AI tools were used to create visual assets including achievement icons, store page capsules, and marketing materials. Additionally, AI-based Text-to-Speech (TTS) was used for in-game voiceovers. All AI-generated content has been manually reviewed and edited to ensure high quality and consistency with the game's artistic style.
Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI.
AI was used for some of the sound effects.
商店页面和营销素材由AI生成
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Library Of Babel In-game content artcode | AI was used for programming and artwork | Tegridy Made Games | - | Mar 18, 2026 | |
Glyph Chess In-game content art | This game uses Generative AI to create some image assets. | Mad Dog & Chef | - | Mar 18, 2026 | |
93, Kuindzhi In-game content audio | AI-based voice conversion is used for a single cameo character to respectfully recreate and restore the voice of a deceased person from archival recordings, while all dialogue is written manually. | Nikita Igorevich Studio | 5.3k | Mar 18, 2026 | |
B.I.R.D. Store/marketing art | AI-generated artwork: Used Banana AI/Midjourney with reference images to create consistent bird fighting game visuals (raven capsule, owl hero banner) matching Steam specs in 2 hours. | 1234 corp | - | Mar 18, 2026 | |
Sanctum Ruins Store/marketing art | Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand. | Lakehouse Interactive | - | Mar 18, 2026 | |
No Mana, Just Dice In-game content artaudio | - 2D Artwork
- Background Music (BGM)
- Sound Effects (SFX) | Dice Capital | 179 | Mar 18, 2026 | |
Cubicle Cats Dev only code | Used AI to help me with backend code and lower repetitive game code. After all I am only one person. | Tristan Nohrer | - | Mar 18, 2026 | |
PlaneShift In-game content art | Some textures have been generated or upscaled using AI tools.
Some NPC voices have been generated with AI.
Some icons have been generated with AI. | Atomic Blue | 42 | Mar 18, 2026 | |
Competitive TicTacToe In-game content audioart | I put together the game's soundtrack using some AI tools to help with the initial ideas. They made it easy to quickly try out different melodies, beats, and sound effects, generating a bunch of variations in no time. From there, I went through everything by hand—tweaking, editing, and polishing until it all felt just right for the intense, quick matches. The AI was basically a time-saver that sped up brainstorming, but every final track was shaped and approved by me to nail that high-energy, competitive vibe. Some visual marketing assets on our store presence were created with generative AI and then manually edited/curated by our team. This includes certain store capsules and library images only. | MKB | - | Mar 18, 2026 | |
Mental Break In-game content codeart | AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release! | Keaton Lee | - | Mar 18, 2026 | |
The Physical In-game content textart | AI tools were utilized to assist with coding, text generation, and creating some graphical assets. | 2Crispy Studio | - | Mar 18, 2026 | |
Vampire's Fall 2 In-game content text | For the non-English versions of this game, we have used AI to generate the translations. | Early Morning Studio | 997 | Mar 18, 2026 | |
Vanished Puzzle Quest Dev only art | Generative artificial intelligence was used during development to assist with creating only a few concept art pieces, while the majority of concept art was drawn by the development team. AI was also used to help polish certain 2D scene visuals. All AI-assisted content was reviewed, refined, and integrated by the team to ensure it fits the game’s artistic vision and quality standards. | Saltium Games | 54 | Mar 18, 2026 | |
Bypass Unclear | AI Usage: very few 3D models | Reallique | - | Mar 18, 2026 | |
Sandy In-game content art | AI used for concepts and the creation of some assets | Luca Alberti | - | Mar 18, 2026 | |
Green Tea Field Mayhem In-game content artaudio | AI-Generated Content Policy: To efficiently utilize development resources, we have leveraged AI generation technology to create some of the background images and promotional artwork, BGM on this store page. | Norikkun | 11 | Mar 18, 2026 | |
EXOTERRA: A Space Journey Unclear audio | Spaceship announcer voice lines | ManuHerreraDev | 49 | Mar 18, 2026 | |
Promptables - Das KI-Duell Live AI text | Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash. | Emergo Entertainment | 22 | Mar 18, 2026 | |
Castle In-game content art | This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development. | ReignFall Games | - | Mar 18, 2026 | |
墨仙箓 In-game content art | 游戏图标、steam商店页面以及库页面的所有宣传图(不包括游戏截图)皆是使用AI生成 | Gixi | 252 | Mar 18, 2026 | |
Oberion: Arena Arcana In-game content art | AI assistance was used to enhance the quality of the design of some cards in the video game. | Daniel Martinez Martinez | - | Mar 18, 2026 | |
Gorotsuki Paradise In-game content arttext | Most of the images and translations are created using generative AI. | Kojika Games | - | Mar 18, 2026 | |
Anpfiff1 - Retro Fussball Manager In-game content codeart | This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static. | Digitale Manufaktur Rudolstadt | 23 | Mar 18, 2026 | |
Blooming Ashes Unclear art | Imágenes, escenarios e ilustraciones. | LunaKin | - | Mar 18, 2026 | |
Oh Balls Merge In-game content | Some game assets are AI generated, | Harrison Digital | - | Mar 18, 2026 | |
Coffee Coffin Live AI artaudiotext | In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools. | Three Old Pals | - | Mar 18, 2026 | |
GlowBorn In-game content art | A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style. | Three Old Pals | - | Mar 18, 2026 | |
Cube Dodger 3D In-game content arttext | I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai. | Darren Keathley | - | Mar 18, 2026 | |
Escape Games World vs Escapers In-game content art | Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay. | HFG Entertainments Private Limited | 10 | Mar 18, 2026 | |
SlimyLeap Store/marketing art | Used AI for a couple of images | Blazej Cholinski | 13 | Mar 18, 2026 | |
Elegon Store/marketing arttext | A small number of assets have been created with AI assistance as well as some of the marketing text on the store page. | Keone | - | Mar 18, 2026 | |
UKNON Jones - Portal code | The AI was generated to create some scripts for the game's programming. | Guynelk ROSAMONT | 13 | Mar 18, 2026 | |
我的文字修仙世界 In-game content arttext | AI has been used to generate game store promotional images, game icons, and other game resources, as well as in-game text descriptions. | 胖胖鸡游戏工作室 | 296 | Mar 18, 2026 | |
FPSCore Store/marketing art | Store page uses AI generated Art | OptimGames Studios Inc. | - | Mar 18, 2026 | |
Engagement Protocol Store/marketing art | Used AI to generate starting images for store page. | Dog Food Games | - | Mar 18, 2026 | |
Denpa Nightmares Store/marketing art | The promotional materials used in the store include AI-generated animations. | 不重要 | 167 | Mar 18, 2026 | |
Chrono CCG Dev only art | Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork.
AI is not used to live-generate content or code during gameplay. | Infinite or Bust Games Inc. | 596 | Mar 18, 2026 | |
BND Legenden: Operation Blackbox In-game content art | In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated.
In our assets on the shop page, the globe that Atlas is holding has been edited using AI. | Umami Creative GmbH | 23 | Mar 18, 2026 | |
Pit Wars In-game content art | 3D models and some 2D visuals / textures are made by AI assisted | IQ Games | - | Mar 18, 2026 | |
Battleline: Pacific In-game content artaudio | We use a third-party tool to generate the officer and news cast videos. The scripts and dialogue are 100% written by human writers. The AI tool is used solely to animate the visual character and lip-sync to the script. | Gronstedt Group | - | Mar 18, 2026 | |
God's Playground In-game content audio | This game includes developer-created AI-generated music. Players do not generate or modify any AI content. | Iron DREAMWORK 5 | - | Mar 18, 2026 | |
三国杀OL In-game content | 游戏内包含少量AI辅助生成内容。 | 杭州游卡网络技术有限公司 | - | Mar 18, 2026 | |
永夜轮回 In-game content art | Use generative AI to create some of the original paintings and icons | EternalNight | 10 | Mar 18, 2026 | |
Warvox In-game content art | Warvox uses AI-generated artwork only for promotional images on the Steam store page.
The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team.
Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets.
No generative AI alters player content, visuals, progression, or narrative during gameplay. | Iconix Games Studio | - | Mar 18, 2026 | |
鬥雀 In-game content art | 本遊戲在開發過程中,使用了生成式 AI 技術作為美術創作的輔助工具(應用於部分角色立繪、場景背景與介面圖示)。所有 AI 生成的素材皆經過美術團隊的後期修飾與調整,以確保符合遊戲的視覺風格與品質標準。 | Game Soul Technology Co., Ltd. | 19 | Mar 18, 2026 | |
Fight Poker In-game content art | Some of the visual assets had the initial artwork generated by Sora. Then it was heavily modified and improved for the final product. No generation is done in game. | Carbone Dev | - | Mar 18, 2026 | |
The Lost Experiment In-game content artaudio | Generative AI tools were used to create visual assets including achievement icons, store page capsules, and marketing materials. Additionally, AI-based Text-to-Speech (TTS) was used for in-game voiceovers. All AI-generated content has been manually reviewed and edited to ensure high quality and consistency with the game's artistic style. | NeoPixel Games | - | Mar 18, 2026 | |
Summer Delicious Simulator: Prologue In-game content art | Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI. | BitRaiders Games | 58 | Mar 18, 2026 | |
Scam Center Simulator: Prologue In-game content audio | AI was used for some of the sound effects. | Jiao Games | 80 | Mar 18, 2026 | |
都市传奇之人在江湖当大佬 Store/marketing art | 商店页面和营销素材由AI生成 | Q77 | 30 | Mar 18, 2026 |