Some of the game's art assets were created using generative artificial intelligence.
- Creator
- Beijing XinJing Culture Communication Co., Ltd
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,986 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.
Some of the game's art assets were created using generative artificial intelligence.
Empetiti: Quest for the Pinnacle uses generative AI as part of the production pipeline for selected images and voice-over/audio assets appearing in the game and some promotional materials. These assets are reviewed and refined by the development team before being published. The game does not use live-generated AI during gameplay. THE GAME IS CONSTANTLY BEING REWORKED TO FURTHER MINIMISE THE USE OF AI-GENERATED IMAGES AND VOICES.
Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content.
The app background image was AI generated
This game was 100% developed using AI (Claude Code by Anthropic) — including game design, programming, balancing, and localization. No AI is used during gameplay.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
The design of this game was assisted by AI.
Some graphical elements are made with AI.
Generative AI was used in the making of the main menu artwork. No other generative AI is used in the game.
Some card icon used AI
Generative AI was used to create the game's cover art.
Some graphics and music were created using AI, then refined and integrated by me.
We use AI to improve our work in all spheres of the game. We generate images where appropriate and enhance them where it makes the game better. AI helps us with animations and in-between frames in cutscenes, and also assists in writing music
Only for images or videos on cassettes.
AI-generated art objects
We use AI to improve assets created by our team and vendors.
Music and some art assets were created using AI.
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.
Non-majorists are using Generative AI in everything from coding, images, audio, etc. to create games with just planning. At least it's a lot better than what I do myself.
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.
Some store artwork images were created using AI tools.
This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use. The game does not use live generative AI during gameplay.
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.
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.
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
How This Game Uses AI FlashReading uses generative AI to enhance your language learning experience: - Article Generation: Creates custom reading passages tailored to your vocabulary level and learning goals - Translations: Provides instant translations of words and sentences to help you understand content - Summaries: Generates article summaries to reinforce comprehension You can choose between: - Local AI: Run models privately on your device using Ollama (no internet required) - Cloud AI: Connect to OpenAI, Anthropic, or compatible API services
This game uses pre-generated AI images for card artwork and character sprites, created with Stable Diffusion. No AI is used to generate content during gameplay.
AI was used to development and map creation for faster development speed.
Some images are generated by AI.
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.
Generative AI was used to generate store copy and game assets.
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 comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required.
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).
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.
As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there.
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.
AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer.
Limited use of AI tools in the production of the game.
Icons used in the UI in the game, Steam achievement icons and Steam Store Assets are made with generative AI art.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Demon Draw 猎魔牌 In-game content art | Some of the game's art assets were created using generative artificial intelligence. | Beijing XinJing Culture Communication Co., Ltd | - | May 23, 2026 | |
Empeti - Quest for the Pinnacle In-game content artaudio | Empetiti: Quest for the Pinnacle uses generative AI as part of the production pipeline for selected images and voice-over/audio assets appearing in the game and some promotional materials. These assets are reviewed and refined by the development team before being published. The game does not use live-generated AI during gameplay.
THE GAME IS CONSTANTLY BEING REWORKED TO FURTHER MINIMISE THE USE OF AI-GENERATED IMAGES AND VOICES. | Pinnacle Studio | - | May 23, 2026 | |
Pick Them Up! Store/marketing art | Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content. | JWG | - | May 23, 2026 | |
My SimRacing Engineer Store/marketing art | The app background image was AI generated | Zollkron | - | May 23, 2026 | |
Infinite Night In-game content codetext | This game was 100% developed using AI (Claude Code by Anthropic) — including game design, programming, balancing, and localization. No AI is used during gameplay. | SUHO LEE | - | May 23, 2026 | |
Parting Shadows In-game content art | Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created. | Blake Wunderle | - | May 23, 2026 | |
The Pissing Game Unclear | The design of this game was assisted by AI. | Nik's Games | 29 | May 23, 2026 | |
Broken Crown In-game content art | Some graphical elements are made with AI. | WasdLab | - | May 23, 2026 | |
Tell the Ocean Store/marketing art | Generative AI was used in the making of the main menu artwork. No other generative AI is used in the game. | Patrick Gallaway | - | May 23, 2026 | |
Gods With Guns In-game content art | Some card icon used AI | Indiedges | - | May 23, 2026 | |
Unclaimed: Loot or Junk Store/marketing art | Generative AI was used to create the game's cover art. | NipoBox | - | May 23, 2026 | |
The Infinite Grimoire In-game content artaudio | Some graphics and music were created using AI, then refined and integrated by me. | Cyvana | - | May 23, 2026 | |
Skazka form №7. Volost Board In-game content artaudio | We use AI to improve our work in all spheres of the game. We generate images where appropriate and enhance them where it makes the game better. AI helps us with animations and in-between frames in cutscenes, and also assists in writing music | IndieDacha | - | May 23, 2026 | |
The Labyrinth Store/marketing art | Only for images or videos on cassettes. | R.C.C | - | May 23, 2026 | |
TIRE LAUNCHER TOGETHER In-game content art | AI-generated art objects | VRCFORGE STUDIOS | - | May 23, 2026 | |
Outbreak The Fedora Files: What Lydia Knows - Known Factors In-game content artaudiotext | We use AI to improve assets created by our team and vendors. | Dead Drop Studios LLC | - | May 23, 2026 | |
Project GOVNOVOSIS In-game content audioart | Music and some art assets were created using AI. | Talentless Clown | - | 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 | |
SlimeSurvivor Unclear artaudiocode | Non-majorists are using Generative AI in everything from coding, images, audio, etc. to create games with just planning. At least it's a lot better than what I do myself. | G1C | - | 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 | |
Medieval Castle Simulator Store/marketing art | Some store artwork images were created using AI tools. | Outerlynx | - | May 23, 2026 | |
The Pay Window: 80s Wrestling Simulator Store/marketing art | This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use.
The game does not use live generative AI during gameplay. | Oceanic Porkchop Studios | - | 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 | |
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 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
FlashReading Live AI text | How This Game Uses AI
FlashReading uses generative AI to enhance your language learning experience:
- Article Generation: Creates custom reading passages tailored to your vocabulary level and learning goals
- Translations: Provides instant translations of words and sentences to help you understand content
- Summaries: Generates article summaries to reinforce comprehension
You can choose between:
- Local AI: Run models privately on your device using Ollama (no internet required)
- Cloud AI: Connect to OpenAI, Anthropic, or compatible API services | why159232 | - | May 23, 2026 | |
Soul Monsters Card Game art | This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay. | Industrial Miracle (yawangshiro) | - | May 23, 2026 | |
Full Stacked Unclear | AI was used to development and map creation for faster development speed. | Emarik | - | May 23, 2026 | |
Zoovivors Store/marketing art | Some images are generated by AI. | Sun Pengfei | - | 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 | |
Dustwalker Store/marketing textart | Generative AI was used to generate store copy and game assets. | Dustin Runnells | - | 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 | |
Retro Pond Live AI text | This game comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required. | msky | - | 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 | |
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 | |
Tower's Gambit Dev only code | As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there. | Donut Rampage | - | 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 | |
Forbidden buttons Dev only | AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer. | Kevin Bjorvand | - | May 23, 2026 | |
Riftweaver's Deck Unclear | Limited use of AI tools in the production of the game. | DB Creative | - | 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 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 |