Graphical assets are generated by AI.
- Creator
- Beff Inc.
- Reviews
- -
- Added
- Jul 18, 2026
Public Steam disclosure research 26,946 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.
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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.
Graphical assets are generated by AI.
AI Generated Content Disclosure: "MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows: Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style. Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets. Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running.
Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer.
Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer.
Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page. The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems.
Portions of this game's store page text were created with the assistance of generative AI tools and then edited by the developer. CueVR itself does not use generative AI: its captions are produced entirely by on-device speech-to-text transcription of a live microphone, with no content generation and no external AI services.
Generative AI was used to assist with the creation and refinement of selected visual assets, promotional images, Steam store page graphics, and localization materials.
Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay.
Generative AI was used during development to assist with the translation and localization of in-game text into multiple languages
Some of the game’s assets, were created with AI.
Generative AI tools were used to assist with code development. All art and narrative content in this game were created without generative AI.
The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review. Some commissioned store and library artwork may include AI-generated elements.
This game does not use generative AI at runtime and does not generate content based on player input. Generative AI was used during development to assist with some static artwork, icons, promotional images, and draft text. All such content was reviewed, edited, integrated, and approved by the developer.
Some background music was created using generative AI during development.
Audio: AI voice-generation tools, including ElevenLabs, were used to create character dialogue and narration tracks. Visual Elements: AI image-generation tools were used to create some background textures, props, and 2D image assets used in the game’s environments. All generated assets were personally reviewed, edited, and reworked by the developer to ensure that they align with the game’s setting and creative direction before being safely incorporated into the game.
This game includes AI-generated video, code, and voice acting.
部分商店素材包含AI生成元素
Some artwork used in this game was created with the assistance of generative AI. All AI-assisted graphics were further edited, refined, and finalized by the developer before being included in the final game.
We used generative AI tools during development to create pre-generated background map textures and illustrations for the game stages. No live generative AI is used during gameplay, and all pre-generated assets are fully vetted to ensure they do not violate any copyright or third-party intellectual property rights.
AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration.
AI-assisted tools were used for parts of the game’s localization.
Generative AI was used during the development process to create a portion of the textures used in the game environments. These assets were subsequently reviewed and refined by our development team to ensure quality and originality.
All in-game art resources are subject to secondary creation and modification based on AI-generated content.
Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
Portions of this game's art assets were created with generative AI assistance. All content has been manually curated, adjusted and quality-verified.
Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game.
Generative AI tools were used during the development of this game to assist with early concept art generation, texture optimization, and fine-tuning certain visual assets. All final in-game assets have been reviewed and refined by the development team.
Generative AI was used during development as an assistance tool for code development, review, debugging, and refinement. Final implementation and testing were performed by the developer. The game does not use generative AI to create content at runtime. Visual assets are either original works or appropriately licensed third-party assets that were manually edited and adapted for the game.
some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c
In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game.
Music and sound effects were created using Suno
This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time.
Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay.
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
Claude was use to help code the game
Few graphical assets such as trees have been created partly with help of AI image generation tools
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
AI Used to Generate SOME Game Aspects such as backend simulations and Graphical Textures. ALL AI Usage is Pre-Rendered and approved by Development team before being built into the game.
Some of the images on our store page were created by artificial intelligence and edits were made on the images.
AI tools were used to create pre-rendered assets during development, including background illustrations, item images, some video cutscenes, and background music. All AI-generated content was curated, edited, and integrated by the developer. The game does not generate any content at runtime (no live-generated AI content).
Some of the visual and audio assets in Fifth Tier — such as artwork, logos, promotional images, and music — were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before release. The game does not generate any content in real time during gameplay; all such content is created in advance.
Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game.
Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play.
Some graphical assets (capsule images, etc.) and music tracks were created using AI generation tools. No AI generates content in real time during gameplay. All AI-generated materials were reviewed and selected by a human.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
AI tools were used during development to assist with initial language translation drafts and secondary asset editing.
This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game.
"AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team."
Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Beats of Ephesus In-game content art | Graphical assets are generated by AI. | Beff Inc. | - | Jul 18, 2026 | |
Malware Buster In-game content artaudio | AI Generated Content Disclosure:
"MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows:
Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style.
Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets.
Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running. | DevilCola | - | Jul 18, 2026 | |
ITCHING! In-game content art | Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer. | Cw4M | - | Jul 18, 2026 | |
Blooming Faith In-game content art | Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer. | Lilith Guild | - | Jul 18, 2026 | |
Topological Board Game In-game content codetext | Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page.
The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems. | You-Xun Zhang | - | Jul 18, 2026 | |
CueVR Store/marketing text | Portions of this game's store page text were created with the assistance of generative AI tools and then edited by the developer. CueVR itself does not use generative AI: its captions are produced entirely by on-device speech-to-text transcription of a live microphone, with no content generation and no external AI services. | Riggle Bridge | - | Jul 18, 2026 | |
PixaMixa In-game content arttext | Generative AI was used to assist with the creation and refinement of selected visual assets, promotional images, Steam store page graphics, and localization materials. | Ipkapu | - | Jul 18, 2026 | |
HIRUN In-game content audio | Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay. | JumpyBambi | - | Jul 18, 2026 | |
Neural Soul In-game content text | Generative AI was used during development to assist with the translation and localization of in-game text into multiple languages | WistfulDog | - | Jul 18, 2026 | |
Explosive Escape In-game content | Some of the game’s assets, were created with AI. | jakk o | 105 | Jul 18, 2026 | |
Shuttle Strike Dev only code | Generative AI tools were used to assist with code development. All art and narrative content in this game were created without generative AI. | Hui | - | Jul 18, 2026 | |
Typo Royale In-game content audiotext | The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review.
Some commissioned store and library artwork may include AI-generated elements. | House Matzke | - | Jul 18, 2026 | |
放置事务所 In-game content arttext | This game does not use generative AI at runtime and does not generate content based on player input. Generative AI was used during development to assist with some static artwork, icons, promotional images, and draft text. All such content was reviewed, edited, integrated, and approved by the developer. | drowsycatstudio | - | Jul 18, 2026 | |
Tiny Toppings In-game content audio | Some background music was created using generative AI during development. | AVAPPSTUDIO | - | Jul 18, 2026 | |
From BELOW In-game content audioart | Audio: AI voice-generation tools, including ElevenLabs, were used to create character dialogue and narration tracks.
Visual Elements: AI image-generation tools were used to create some background textures, props, and 2D image assets used in the game’s environments.
All generated assets were personally reviewed, edited, and reworked by the developer to ensure that they align with the game’s setting and creative direction before being safely incorporated into the game. | Belowworks_studio | - | Jul 18, 2026 | |
酱湖恩仇录 In-game content artcodeaudio | This game includes AI-generated video, code, and voice acting. | 牛马工作室 | - | Jul 18, 2026 | |
长生仙途 Store/marketing art | 部分商店素材包含AI生成元素 | May Game | 21 | Jul 18, 2026 | |
Adventures of George In-game content art | Some artwork used in this game was created with the assistance of generative AI. All AI-assisted graphics were further edited, refined, and finalized by the developer before being included in the final game. | PM26Productions | - | Jul 18, 2026 | |
FlipFight In-game content art | We used generative AI tools during development to create pre-generated background map textures and illustrations for the game stages. No live generative AI is used during gameplay, and all pre-generated assets are fully vetted to ensure they do not violate any copyright or third-party intellectual property rights. | AnNguyen | - | Jul 18, 2026 | |
Drone Core Command In-game content arttext | AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration. | Earthborn Interactive | - | Jul 18, 2026 | |
Professional Money Relocator In-game content text | AI-assisted tools were used for parts of the game’s localization. | Two Random Guys Studio | - | Jul 18, 2026 | |
記憶の残響-AIプロファイラー- In-game content art | Generative AI was used during the development process to create a portion of the textures used in the game environments. These assets were subsequently reviewed and refined by our development team to ensure quality and originality. | StudioLogica | - | Jul 18, 2026 | |
中医模拟练习生 In-game content art | All in-game art resources are subject to secondary creation and modification based on AI-generated content. | guizhi0011 | - | Jul 18, 2026 | |
Spirit of Europe - Enlightenment In-game content arttext | Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay. | Predict Edumedia | - | Jul 18, 2026 | |
守护猫老板 In-game content art | Portions of this game's art assets were created with generative AI assistance. All content has been manually curated, adjusted and quality-verified. | 梦游草稿本(Sleepy Sketchbook) | - | Jul 18, 2026 | |
Road2Conquest In-game content art | Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game. | J2H2 | - | Jul 18, 2026 | |
AI Faith: Compute In-game content art | Generative AI tools were used during the development of this game to assist with early concept art generation, texture optimization, and fine-tuning certain visual assets. All final in-game assets have been reviewed and refined by the development team. | Beneloop.ai | 83 | Jul 18, 2026 | |
Starforge Reborn Dev only code | Generative AI was used during development as an assistance tool for code development, review, debugging, and refinement. Final implementation and testing were performed by the developer. The game does not use generative AI to create content at runtime. Visual assets are either original works or appropriately licensed third-party assets that were manually edited and adapted for the game. | CommandoGamesStudio | - | Jul 18, 2026 | |
Water is Heavy In-game content art | some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c | Dryroad | - | Jul 18, 2026 | |
EverRail In-game content audiotext | In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game. | Aesir Interactive | 385 | Jul 18, 2026 | |
Nebulae’s Memory In-game content audio | Music and sound effects were created using Suno | lughandpiv | - | Jul 18, 2026 | |
semperfly - fpv drone simulator In-game content text | This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time. | Nordfen | - | Jul 18, 2026 | |
God Is Not Here In-game content art | Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay. | GNH Company | - | Jul 18, 2026 | |
Emergency Call - The Firefighting Simulation 3 In-game content audio | During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period. | Crenetic GmbH Studios | 418 | Jul 17, 2026 | |
NEON RAID Dev only code | Claude was use to help code the game | GttGRAVE | - | Jul 17, 2026 | |
Helsinki Online In-game content art | Few graphical assets such as trees have been created partly with help of AI image generation tools | Pietari Niinimäki | - | Jul 17, 2026 | |
Veyrasol In-game content arttext | Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play. | Suleyman Ozcan | - | Jul 17, 2026 | |
Built From Nothing In-game content art | AI Used to Generate SOME Game Aspects such as backend simulations and Graphical Textures. ALL AI Usage is Pre-Rendered and approved by Development team before being built into the game. | Wintergrasped | - | Jul 17, 2026 | |
BOMBACON! Store/marketing art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. | Greyline Studio | - | Jul 17, 2026 | |
Dragon Hoard Keeper In-game content artaudio | AI tools were used to create pre-rendered assets during development, including background illustrations, item images, some video cutscenes, and background music. All AI-generated content was curated, edited, and integrated by the developer. The game does not generate any content at runtime (no live-generated AI content). | MidnightStudio | - | Jul 17, 2026 | |
Fifth Tier In-game content artaudio | Some of the visual and audio assets in Fifth Tier — such as artwork, logos, promotional images, and music — were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before release. The game does not generate any content in real time during gameplay; all such content is created in advance. | HS GAMES | - | Jul 17, 2026 | |
Swordoria In-game content artaudiocode | Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game. | Lone Dragon Dev | - | Jul 17, 2026 | |
Line Tower Wars In-game content artaudio | Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play. | Mithryl Labs LLC | 10 | Jul 17, 2026 | |
LiLM: Living language model In-game content artaudio | Some graphical assets (capsule images, etc.) and music tracks
were created using AI generation tools.
No AI generates content in real time during gameplay.
All AI-generated materials were reviewed and selected by a human. | Komeppy | - | Jul 17, 2026 | |
Serve Up! Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Jul 17, 2026 | |
ZONE 47 Store/marketing arttext | Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay. | 7trange Play | - | Jul 17, 2026 | |
Groovekeeper In-game content textart | AI tools were used during development to assist with initial language translation drafts and secondary asset editing. | NoRyte Studios | - | Jul 17, 2026 | |
Findport: Before the Silence In-game content art | This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game. | Bookleaf Games | - | Jul 17, 2026 | |
Horse Spirit Valley 2 In-game content artaudiocode | "AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team." | Antique Box Studio | - | Jul 17, 2026 | |
1 MIN AIM: Neo Seoul In-game content artcode | Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process. | TEAM_MGTG | - | Jul 17, 2026 |