AI assisted in asset generation and editing of game and marketing materials.
- Creator
- Agile Team
- Reviews
- -
- Added
- Aug 12, 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.
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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.
AI assisted in asset generation and editing of game and marketing materials.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback. Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation. Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
AI is used only for translation and sound effects.
Generative AI Usage - Reference for some backgrounds and CG compositions - Editing and proofreading of some text - Assistance with English and Japanese localization All final content was created, reviewed, and/or revised by the developer.
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance.
This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release.
Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
Used TTS/AI voice lines and AI-generated in-game posters.
I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance. Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Minor portions of visual assets were created with the assistance of generative AI. We are actively removing these assets from the game.
Generative AI was used to assist with the creation of some visual content.
During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation.
Pixel art assets, the soundtrack, and portions of the game's writing were created with generative AI, then curated and edited by the developer. The game's design, satirical concept, and systems are original human work. All sound effects were recorded by voice actors.
Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists. AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval.
Graphics generated by AI.
The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like.
The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated. Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization.
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.
We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor.
I used it a ton for programming, and images.
Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual assets in this game, including certain character and background art, were created with the assistance of generative AI tools and then reviewed and edited by the developer. All gameplay, code, and design are human-directed. This game does not use AI to generate any content during gameplay.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
Images and music were edited with the assistance of AI.
Some visuals and music assets in this game were partially generated using AI technologies.
This game utilizes generative AI technologies for certain assets to enhance the game content and localization: - Part of the vocal tracks and select background music (BGM) outside of the main gameplay. - Specific visual assets used in music videos (MVs). - Translation and localization assistance for the store page and game text.
Community items were generated using artificial intelligence.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
AI was used as a tool to assist in creation
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
We used advanced AI language models (Claude and Gemini) to help translate SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi, Urdu, Japanese, and English (UK). The AI handled the initial translation of all in-game text from UI menus to dialogue, story sequences, and thousands of unique support tickets. Every translation was then carefully reviewed and tested by humans to ensure quality and cultural accuracy across all languages.
The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product
The developer describes how this game uses generative AI as follows: Visual Assets: Some character illustrations, background art, and UI icons in this game have been created or enhanced using generative AI tools.
Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools.
AI tools are used to generate backgrounds, props, music and voices. The writing, however, is entirely done by a human person (yours truly).
Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game.
Some localization strings and background elements of the store capsule were initially generated using AI tools. All final text and visual elements were reviewed and edited by the developer before shipping.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Some audio assets in this game were created with the assistance of generative AI.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development. These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release. The final version of the game will not use generative AI for any assets.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Agile Team In-game content art | AI assisted in asset generation and editing of game and marketing materials. | Agile Team | - | Aug 12, 2026 | |
Attention Shoppers In-game content textart | AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team. | Blue Mayonnaise | - | Aug 11, 2026 | |
Elf Shift In-game content arttext | We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually. | Kiki Games | - | Aug 11, 2026 | |
Junk Ark In-game content textaudio | AI is used only for translation and sound effects. | Burning Bone | - | Aug 11, 2026 | |
Tropical Romance In-game content arttext | Generative AI Usage
- Reference for some backgrounds and CG compositions
- Editing and proofreading of some text
- Assistance with English and Japanese localization
All final content was created, reviewed, and/or revised by the developer. | NewooGames | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
打工生存指南 In-game content art | During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance. | CMoonWorks | - | Aug 8, 2026 | |
HR Hell In-game content art | This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release. | playerboot | - | Aug 8, 2026 | |
Void Inc In-game content arttextcode | Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation. | The Occult Arcade | - | Aug 8, 2026 | |
Abyssal Guardians In-game content audio | All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game. | Titan Interactive | - | Aug 8, 2026 | |
Can of Ethics In-game content audioart | Used TTS/AI voice lines and AI-generated in-game posters. | Hashim Goodsir | - | Aug 8, 2026 | |
Evilos In-game content art | I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop. | Bunch of Idiots Studio | - | Aug 7, 2026 | |
HOPIATE In-game content textcode | Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service. | 9in1shampoo | - | Aug 7, 2026 | |
FIRST LINE In-game content codetext | FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance.
Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction. | FBento | - | Aug 4, 2026 | |
謎好きサンタからの挑戦状 In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 4, 2026 | |
Project DeepWeb: Eternal Nightmare In-game content art | Minor portions of visual assets were created with the assistance of generative AI. We are actively removing these assets from the game. | NightCat Studios | 11 | Aug 3, 2026 | |
Soul Shine Unclear art | Generative AI was used to assist with the creation of some visual content. | House Of Stupid | - | Aug 2, 2026 | |
Escape from Prompt: Rogue AI Dev only code | During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation. | MGM LLC | - | Jul 31, 2026 | |
Cozy Drone In-game content artaudiotext | Pixel art assets, the soundtrack, and portions of the game's writing were created with generative AI, then curated and edited by the developer. The game's design, satirical concept, and systems are original human work. All sound effects were recorded by voice actors. | Squeeg Studios | - | Jul 29, 2026 | |
The Park Keeper In-game content art | Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists.
AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval. | TacoEaters | - | Jul 27, 2026 | |
Space Detective 14 Unclear art | Graphics generated by AI. | Videogame Collective | - | Jul 25, 2026 | |
A PhD Simulator - Publish & Perish In-game content artcode | The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like. | Jiri Koubek | - | Jul 22, 2026 | |
NEVER HAPPENED In-game content artaudiotext | The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated.
Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization. | SF Create | 11 | Jul 20, 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 | |
Stream Train In-game content text | We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor. | Half Past Yellow | - | Jul 16, 2026 | |
Heavens Gate Unclear artcode | I used it a ton for programming, and images. | Slick | - | Jul 15, 2026 | |
Mini Mart Survivors Store/marketing art | Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Geek Haus | - | Jul 11, 2026 | |
EVIL Agribusiness Simulator In-game content art | Some visual assets in this game, including certain character and background art, were created with the assistance of generative AI tools and then reviewed and edited by the developer. All gameplay, code, and design are human-directed. This game does not use AI to generate any content during gameplay. | 1973 Studios | - | Jul 11, 2026 | |
Panopticon text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 38 | Jul 8, 2026 | |
All About Chopsticks text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 179 | Jul 8, 2026 | |
A Night Duty text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 96 | Jul 8, 2026 | |
Mini Mayor: 12 Years In-game content artaudio | Images and music were edited with the assistance of AI. | Symbolic | - | Jul 4, 2026 | |
人生之旅 The Path of Life In-game content artaudio | Some visuals and music assets in this game were partially generated using AI technologies. | xieyoujune | - | Jul 4, 2026 | |
SOUL MIXER In-game content audioarttext | This game utilizes generative AI technologies for certain assets to enhance the game content and localization:
- Part of the vocal tracks and select background music (BGM) outside of the main gameplay.
- Specific visual assets used in music videos (MVs).
- Translation and localization assistance for the store page and game text. | CIGINT PRODUCTIONS | - | Jul 4, 2026 | |
Lawnmower Game In-game content art | Community items were generated using artificial intelligence. | Tero Lunkka | 315 | Jul 1, 2026 | |
Wound Man In-game content arttext | Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer. | Aspidochelone Studios | 59 | Jun 30, 2026 | |
Smashville Detective Agency Unclear | AI was used as a tool to assist in creation | Puffy Pup Games | - | Jun 28, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
Service Desk Sim text | We used advanced AI language models (Claude and Gemini) to help translate
SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi,
Urdu, Japanese, and English (UK). The AI handled the initial translation of
all in-game text from UI menus to dialogue, story sequences, and thousands
of unique support tickets. Every translation was then carefully reviewed and
tested by humans to ensure quality and cultural accuracy across all languages. | ReproDev Games | - | Jun 28, 2026 | |
Case Analyst In-game content artaudio | The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product | Luca Panteghini | - | Jun 28, 2026 | |
The Romance Maestro In-game content art | The developer describes how this game uses generative AI as follows:
Visual Assets: Some character illustrations, background art, and UI icons in this game have been created or enhanced using generative AI tools. | Wandering Spark | - | Jun 28, 2026 | |
Re:Born Isekai Company In-game content art | Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools. | WantBss | - | Jun 28, 2026 | |
In the Hot Seat In-game content artaudiotext | AI tools are used to generate backgrounds, props, music and voices.
The writing, however, is entirely done by a human person (yours truly). | Sanuk Games | - | Jun 16, 2026 | |
INKURSION In-game content audioarttext | Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game. | Leo Fernandez-Arias | - | Jun 15, 2026 | |
Mr. Bunny Store/marketing textart | Some localization strings and background elements of the store capsule were initially generated using AI tools. All final text and visual elements were reviewed and edited by the developer before shipping. | Chronowhale | - | Jun 13, 2026 | |
Altus Chess-Archaic Beginnings In-game content art | All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI. | Anonymous | - | Jun 13, 2026 | |
落叶归根 Climbing Back to the Mothership In-game content audio | Some audio assets in this game were created with the assistance of generative AI. | MHZ | - | Jun 12, 2026 | |
Spectrends Dev only art | SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets. | Ternoxis | - | Jun 11, 2026 | |
Sweep Happens Unclear | Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit. | r_cascader | - | Jun 11, 2026 | |
Final Deal Dev only art | Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer. | BigButton Co. | - | Jun 11, 2026 |