Some capsule artworks were created with the assistance of generative AI and subsequently edited and refined manually.
- Creator
- Singulith
- Reviews
- -
- Added
- Sep 19, 2026
Public Steam disclosure research 25,376 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 capsule artworks were created with the assistance of generative AI and subsequently edited and refined manually.
This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools.
Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game.
Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime.
The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI. Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
Hell Healers features artwork developed with generative AI.
AI assisted artwork is used for illustrated scenes shown between campaign levels.
Some marketing materials were created with the help of generative AI tools.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release. No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time. Nothing is generated while you play. The game makes no network calls and contacts no AI service.
No live AI. It was used to assist with the game's programming and code development.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere.
This game uses AI to assist in code generation
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay
Some of the artwork was generated using AI.
AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game.
Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world.
All code, game design, maps, and audio behavior were created using AI. AI tools were also used for in-game character 3D models (subsequently hand-optimized and rigged), main menu background videos, store trailer cinematic shots, and store artwork (logo and capsule backgrounds). All content is based on the game's own original characters.
This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design.
AI for music and sound effects and store art. All AI content is pre-generated and shipped in the build. Nothing is generated live.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included. No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.
AI used for programmation
Coding & Assistance creating skins
AI was used for code assistant and for the music.
Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools.
Protocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else — the code, the design, the pixel art and the procedurally generated creatures — is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play.
Store visuals created with the help of AI
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes. These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game. AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay.
AI was used to write the code for the game, and for the sounds effect. Music and art was all done by a lovely, living human.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
We used AI tools in two places during development, and in neither of them to replace creative work. Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase. Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
AI was utilized for sound design.
### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
Artificial Intelligence Usage Notice: We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
This game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
The localization of this game was created using AI translation tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Vault of Eras Store/marketing art | Some capsule artworks were created with the assistance of generative AI and subsequently edited and refined manually. | Singulith | - | Sep 19, 2026 | |
Motor Havoc Store/marketing art | This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools. | noirNebulr | - | Sep 19, 2026 | |
ARCASCIAN Dev only code | Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game. | Piledriver Playhouse | - | Sep 19, 2026 | |
Last Block Standing In-game content arttext | Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime. | Black Wings | - | Sep 18, 2026 | |
HEATSINK In-game content text | The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI.
Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches. | Anquri | - | Sep 18, 2026 | |
Arcane Eclipse: Survivors Store/marketing art | We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay. | Levivi | - | Sep 18, 2026 | |
VACATION Store/marketing arttext | Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service. | SLOPWORKS | - | Sep 16, 2026 | |
Tunnel Brawl In-game content arttext | Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services. | Josef “Chose” Šíma | - | Sep 16, 2026 | |
Hell Healers In-game content art | Hell Healers features artwork developed with generative AI. | Recoil Mojo | - | Sep 15, 2026 | |
TRENCHWORMS In-game content art | AI assisted artwork is used for illustrated scenes shown between campaign levels. | Walus Game Studio | - | Sep 15, 2026 | |
Darkshot Store/marketing arttext | Some marketing materials were created with the help of generative AI tools. | Cem | - | Sep 13, 2026 | |
THERMAL RUNAWAY In-game content text | Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service. | Alexframe | - | Sep 12, 2026 | |
GLADIATOR: Survival Simulator Dev only code | No live AI. It was used to assist with the game's programming and code development. | Wynand Smit | - | Sep 12, 2026 | |
SweatyPanzer In-game content artaudiotext | Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play. | SweatyGames | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Project Nebula In-game content art | Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere. | MK_Games | - | Sep 12, 2026 | |
Echo Protocol Dev only code | This game uses AI to assist in code generation | Black Cat Games | - | Sep 10, 2026 | |
Gang Takeover Store/marketing artcode | Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Dockdee Digital | - | Sep 9, 2026 | |
BumpBall In-game content artcode | Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay | SometimesGood | - | Sep 6, 2026 | |
枪火幻想 In-game content art | Some of the artwork was generated using AI. | Lin Shun | - | Sep 4, 2026 | |
Bow Warfare Dev only art | AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game. | Iron Tank Studios | - | Sep 4, 2026 | |
Brainrot Fire In-game content text | Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world. | Rixn Games | - | Sep 4, 2026 | |
ToyStorm In-game content artcodetext | All code, game design, maps, and audio behavior were created using AI. AI tools were also used for in-game character 3D models (subsequently hand-optimized and rigged), main menu background videos, store trailer cinematic shots, and store artwork (logo and capsule backgrounds). All content is based on the game's own original characters. | AZ Studio | - | Sep 3, 2026 | |
Tactical Zoomies In-game content arttext | This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design. | HyberHub | - | Sep 3, 2026 | |
PARRYGON In-game content audioart | AI for music and sound effects and store art. All AI content is pre-generated and shipped in the build. Nothing is generated live. | OverLKD Studio | - | Sep 1, 2026 | |
AIGENROBO In-game content art | Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI. | RAIDENWORKS | - | Sep 1, 2026 | |
Out of Range Dev only code | AI used for programmation | Yoho Games | - | Sep 1, 2026 | |
Shattersight In-game content art | Coding & Assistance creating skins | Derek Bancarz | - | Sep 1, 2026 | |
Just another Tank game In-game content audio | AI was used for code assistant and for the music. | Leonardo Severini | - | Sep 1, 2026 | |
Ragdoll Recoil In-game content artaudio | Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools. | MSDEV Games | - | Sep 1, 2026 | |
Protocell In-game content audioart | Protocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else — the code, the design, the pixel art and the procedurally generated creatures — is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play. | Lejiww | - | Sep 1, 2026 | |
Balls Armed Store/marketing art | Store visuals created with the help of AI | Indeed Games | - | Sep 1, 2026 | |
The voodoo soldier In-game content art | “AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.” | Kevenson Draws | - | Aug 31, 2026 | |
Beset Store/marketing art | Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand. | Joshua T | - | Aug 31, 2026 | |
Bullet Debt In-game content artaudiocode | Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | David Gamble | - | Aug 29, 2026 | |
Nine Below In-game content art | Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes.
These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game.
AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay. | Griffe Studio | - | Aug 29, 2026 | |
Tankii In-game content codeaudio | AI was used to write the code for the game, and for the sounds effect.
Music and art was all done by a lovely, living human. | Sterling Long | - | Aug 29, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Confined Space - Module Madness In-game content textcode | We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people. | Confined Space Crew | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Rior's Arena In-game content audio | AI was utilized for sound design. | Lanier Labs LLC | - | Aug 28, 2026 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
RESET ARENA In-game content textcode | Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code. | Goldfinch Games LLC | - | Aug 28, 2026 | |
The Buried Light In-game content art | Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts. | Lupittus | - | Aug 28, 2026 | |
Polygon Arcade In-game content audiotext | This game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game. | Daniel Korican | - | Aug 28, 2026 | |
HedgeHogged Dev only artcode | The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game. | VFX South | - | Aug 28, 2026 | |
CARKNIGHT Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Overlap | - | Aug 26, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 |