I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages.
- Creator
- Domus Ludus
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,997 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.
I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages.
A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI.
My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology.
AI-Assisted Localization
Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game.
AI was used to translate text.
Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists.
Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team.
BGM and some game icons will be generated by AI
Prop images,3D models,Background music (BGM)
Some art resources are generated by AI and then manually optimized and adjusted
This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work.
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own.
The only use of AI in this game was to create the images of the athletes.
AI was used to help localise the UI.
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials.
The following in-game localizations are created with the assistance of generative artificial intelligence: - Japanese - Korean
Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists.
This game includes content created with the assistance of AI tools. AI was used to assist in generating some store page text, parts of the game code, and background music. All AI-assisted content has been reviewed and curated by the developer before being included in the final product.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
Used only to create narrative images.
Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game.
Using AI for individual sentence translation and image resources.
The game’s store page, character voices, as well as some images and videos are AI-generated.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
All image resources in the game were created using AI.
Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team.
We use AI for localization for the store page.
Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player.
Some sprites have been created with the use of image generation models
AI is used for localization.
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
Used AI to generate sprites for game objects
Music is AI generated.
Generative AI was used for localization.
AI tools were used to generate secondary visual assets, such as some skill icons, and background textures. All AI-generated assets have been heavily hand-edited and refined by the developer to ensure a consistent visual style that aligns with the game's aesthetic. All musical compositions were created entirely from scratch without the use of AI.
Several background musics, sound effects and scripts of this game have been produced by AI
We use generative AI tools to assist in creating some of the game's visual assets. All AI-generated content has been manually refined and integrated by the developer to ensure quality and consistency.
Some in-game text was translated using AI tools and reviewed by the developer.
Some animations are created with AI assistance
Some tiling textures are Ai generated
In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets.
Disharmony utilizes AI-assisted translation for some of its localized content.
AI technology was used in the localization process of this game.
Graphics (Title Screen): AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual. Localization (Translation): AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality.
Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A Bad Morning for a Roman Cornetto In-game content artaudiotext | I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages. | Domus Ludus | - | May 23, 2026 | |
红或黑RedorBlack In-game content arttextaudiocode | A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI. | RedOrBlack | - | May 23, 2026 | |
My Music Label In-game content artaudiocode | My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology. | Tristan Glowa | - | May 23, 2026 | |
Direland In-game content text | AI-Assisted Localization | KAIJIUUUUU | - | May 23, 2026 | |
Quadrix In-game content artaudio | Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game. | VC Production | 12 | May 23, 2026 | |
Spot the Difference: Detective Neko In-game content text | AI was used to translate text. | Wolves | - | May 23, 2026 | |
Echoes of Ash In-game content artaudiotext | Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists. | Ash Studio | - | May 23, 2026 | |
Prison Life Sim 2026 - Survival In-game content artaudio | Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team. | Great Escape Games Publishing | - | May 23, 2026 | |
Falling Up In-game content audioart | BGM and some game icons will be generated by AI | BGamers | - | May 23, 2026 | |
星穹幻想世界 In-game content artaudio | Prop images,3D models,Background music (BGM) | SHI ZHENG DUO | - | May 23, 2026 | |
挂机破坏神 IdleDiablo In-game content art | Some art resources are generated by AI and then manually optimized and adjusted | 棱镜工作室 | 90 | May 23, 2026 | |
Robust Island In-game content art | This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work. | Cornerstone Ministry | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
Exul: Beyond the Gate In-game content art | This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own. | Jaroslav Krninsky | - | May 23, 2026 | |
Sports Card Collector Simulator In-game content art | The only use of AI in this game was to create the images of the athletes. | ColeThePole | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
Grass and Cash In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | VirginMage | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
GOLF+ In-game content audioart | GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials. | GOLF+ | - | May 23, 2026 | |
Snect In-game content text | The following in-game localizations are created with the assistance of generative artificial intelligence:
- Japanese
- Korean | Jaxon Cyan | - | May 23, 2026 | |
Deckgammon In-game content art | Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists. | Mechanical Owl | - | May 23, 2026 | |
世紀末救急シティ In-game content textcodeaudio | This game includes content created with the assistance of AI tools.
AI was used to assist in generating some store page text, parts of the game code, and background music.
All AI-assisted content has been reviewed and curated by the developer before being included in the final product. | Kenji Tomita | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
MEGAPAIN In-game content art | Used only to create narrative images. | BARS interactive | - | May 23, 2026 | |
时光餐厅 In-game content art | Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game. | 怀旧游戏小东 | - | May 23, 2026 | |
终末执棋者 In-game content textart | Using AI for individual sentence translation and image resources. | Sublime Studio | - | May 23, 2026 | |
DormantSeed In-game content audioart | The game’s store page, character voices, as well as some images and videos are AI-generated. | HuaiMingQwQ | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
Ordinary Defenders In-game content art | All image resources in the game were created using AI. | HondongStudio | - | May 23, 2026 | |
Monster Storm In-game content art | Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team. | Squirrel Works | - | May 23, 2026 | |
The Warden's Rite In-game content text | We use AI for localization for the store page. | Storyforge Games | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
Bring Me More! In-game content art | Some sprites have been created with the use of image generation models | Dancing Cucumber Studio | - | May 23, 2026 | |
NeNeKoNeKo In-game content text | AI is used for localization. | Gushio | 12 | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
Blowing Off Steam In-game content art | Used AI to generate sprites for game objects | Lombard Games | - | May 23, 2026 | |
Minute Mark In-game content audio | Music is AI generated. | Wenye Zhou | - | May 23, 2026 | |
Death Denied In-game content text | Generative AI was used for localization. | Maroš Berdis | - | May 23, 2026 | |
PigPonyPocalypse In-game content art | AI tools were used to generate secondary visual assets, such as some skill icons, and background textures. All AI-generated assets have been heavily hand-edited and refined by the developer to ensure a consistent visual style that aligns with the game's aesthetic. All musical compositions were created entirely from scratch without the use of AI. | Alterhead Games | - | May 23, 2026 | |
쌀먹의 시대 In-game content audiocode | Several background musics, sound effects and scripts of this game have been produced by AI | PIXUS | - | May 23, 2026 | |
演义三国 In-game content art | We use generative AI tools to assist in creating some of the game's visual assets. All AI-generated content has been manually refined and integrated by the developer to ensure quality and consistency. | 成都俊鸟科技有限公司 | 15 | May 23, 2026 | |
INTO THE RUN In-game content text | Some in-game text was translated using AI tools and reviewed by the developer. | Enterludo | - | May 23, 2026 | |
幸运奶茶店 In-game content art | Some animations are created with AI assistance | 烹游 CookGames | - | May 23, 2026 | |
House of Forgotten Souls In-game content art | Some tiling textures are Ai generated | Ian Eastin | - | May 23, 2026 | |
The Hollow In-game content arttext | In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets. | Brenntkopf Development | 18 | May 23, 2026 | |
Disharmony In-game content text | Disharmony utilizes AI-assisted translation for some of its localized content. | 7Eagle | - | May 23, 2026 | |
Catverse In-game content text | AI technology was used in the localization process of this game. | OVFL | - | May 23, 2026 | |
レフィシア:ザ・ワンダーログ ~ぐるぐる☆不思議の3日間~ In-game content arttext | Graphics (Title Screen):
AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual.
Localization (Translation):
AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality. | Rurukel Works | - | May 23, 2026 | |
Cafe Revolution In-game content artaudiotext | Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools. | Apache Gunner Games | - | May 23, 2026 |