-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
- Creator
- Schallerino
- Reviews
- -
- Added
- Sep 26, 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.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used to assist with some assets.
AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights.
Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI.
We used AI tools for capsules, library assets, translations, and a limited amount of in-game textures.
Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay.
Some minor store assets might be put through AI, but no game content is AI Generated.
Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page.
This game is using AI generated art for some parts of the store page and for some of the 3D-models in game
AI was used for localization.
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.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine. AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects. No content is generated using AI whilst running the game.
AI (Image Generation) was used only for the images on the mode selection screen.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
It has been used in the page visuals.
Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer.
For now, AI/computer-generated audio is utilized for the limited express automated announcements
Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI.
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.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible. The voice in the game is text-to-speech, not AI.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset. Here is how we utilized generative AI in our game: • Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets. • Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI. • Proofreading: We utilize AI to proofread our texts and scripts.
Artificial intelligence was only used to create Steam store designs and cover art.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play. The tools used, and what each produced: Google Gemini - concept art and texture reference ACE-Step - original music tracks MiniMax-Music3 - original music tiles IndexTTS - cast voice-over MiniMax H3 (via ComfyUI) - tutorial and transmission video clips All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen. Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
Part of sound design and artwork was created with the support of AI tools.
Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer. All gameplay, programming, level design, and game logic were created and implemented by the developer.
AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI.
Some of PitWal's artwork and store images were made with help from AI tools and then finished by a person. PitWal's in-app commentary lines were also written with help from AI during development and ship as a fixed set. While you play, PitWal picks from those prewritten lines and fills in your own numbers from your own driving. PitWal does not run any AI while you play and does not send your data to any AI service. If you want, PitWal lets you connect your own AI assistant, such as Claude or a coding agent local or paid, to read your own data on your own machine. That is optional, uses your own tool, and is never required to use PitWal.
AI was used for translating and voicing the dialogues. Some images in the game and achievement icons were created using AI.
We use AI to generate the voices of Robonavigator and Narrator.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
The music of this game is made with AI and modified by human musicians
Generative AI tools were used to assist with some UI artwork and localization. All AI-assisted content is pre-generated and reviewed before being included in the game or its store materials.
AI was used for code assistant and for the music.
Urban Bus Simulator includes some content created with the assistance of generative AI. AI-generated content is used for certain HUD elements, menu/interface visuals, and promotional or illustrative images related to vehicle brands. These AI-generated assets are used as part of the game's visual presentation and user interface.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
Some marketing capsules, some icons, then reworked by an artist.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
AI was used to assist with coding and logo creation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Zomboroad In-game content arttextcode | AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights. | ChritzleCraft | - | Sep 25, 2026 | |
Roadshift In-game content artcodetext | Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI. | RVLWorks | - | Sep 25, 2026 | |
Manage Town Together In-game content arttext | We used AI tools for capsules, library assets, translations, and a limited amount of in-game textures. | Manas Games | - | Sep 25, 2026 | |
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 | |
Get Off My Trailer! In-game content arttext | We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play. | Plotrick | - | Sep 24, 2026 | |
Wreck King Store/marketing art | Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay. | Woolley Studios Inc. | - | Sep 24, 2026 | |
SLAM TANK Store/marketing artcode | Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service. | Next Stage Inc. | - | Sep 24, 2026 | |
Chat Derby Desktop Store/marketing art | Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay. | GONGUNGAMES | - | Sep 24, 2026 | |
Gang Crime Simulator Store/marketing art | Some minor store assets might be put through AI, but no game content is AI Generated. | Anshar Studios | - | Sep 22, 2026 | |
My Summer Project Together Unclear textart | Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page. | Outsource Console Games | - | Sep 22, 2026 | |
Dirt Town In-game content art | This game is using AI generated art for some parts of the store page and for some of the 3D-models in game | Skyturns | - | Sep 21, 2026 | |
Get On Board! In-game content text | AI was used for localization. | KeboStudio | - | 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 | |
Neon Chase In-game content audio | Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game. | Rogue Software | - | Sep 18, 2026 | |
Ride Up Together In-game content art | AI (Image Generation) was used only for the images on the mode selection screen. | Necha Games | - | Sep 18, 2026 | |
Hot Meals Fast Wheels - Prologue In-game content artaudio | We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards. | Misket Games | - | Sep 16, 2026 | |
Old War Together Store/marketing art | It has been used in the page visuals. | cnsgames | - | Sep 15, 2026 | |
Man's Perfect Summer Store/marketing text | Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer. | Lowbeam Studio | - | Sep 15, 2026 | |
RUNNING TRAIN In-game content audio | For now, AI/computer-generated audio is utilized for the limited express automated announcements | Novatetsu Games | 1.6k | Sep 14, 2026 | |
Ridiculous Racing: Retro Arcade Racer In-game content art | Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI. | Koding Nights | - | 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 | |
Professional Ship Simulator In-game content arttext | Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI. | SWE Systems | - | Sep 11, 2026 | |
CarCrash.Tube: Car Crash Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Queen | - | Sep 10, 2026 | |
Lane Rider: Highway Runner In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset.
Here is how we utilized generative AI in our game:
• Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets.
• Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI.
• Proofreading: We utilize AI to proofread our texts and scripts. | Home Net Games | - | Sep 9, 2026 | |
Savior Method Store/marketing art | Artificial intelligence was only used to create Steam store designs and cover art. | Savior Method | - | Sep 8, 2026 | |
Synapse Grid In-game content artaudiotext | Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear. | AlluringCoffee | - | Sep 7, 2026 | |
Shitford Cop Simulator In-game content artaudio | Part of sound design and artwork was created with the support of AI tools. | Digital Melody | - | Sep 6, 2026 | |
Hill Highway In-game content art | Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer.
All gameplay, programming, level design, and game logic were created and implemented by the developer. | Geet | - | Sep 6, 2026 | |
Personal Racing Store/marketing text | AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI. | Dídac | - | Sep 4, 2026 | |
PitWal In-game content text | Some of PitWal's artwork and store images were made with help from AI tools and then finished by a person. PitWal's in-app commentary lines were also written with help from AI during development and ship as a fixed set. While you play, PitWal picks from those prewritten lines and fills in your own numbers from your own driving.
PitWal does not run any AI while you play and does not send your data to any AI service. If you want, PitWal lets you connect your own AI assistant, such as Claude or a coding agent local or paid, to read your own data on your own machine. That is optional, uses your own tool, and is never required to use PitWal. | PitWal | - | Sep 4, 2026 | |
Tohunga In-game content textaudioart | AI was used for translating and voicing the dialogues.
Some images in the game and achievement icons were created using AI. | BEZ WAS | - | Sep 3, 2026 | |
Audiospeed In-game content audio | We use AI to generate the voices of Robonavigator and Narrator. | IV Productions | - | Sep 2, 2026 | |
Rogue Circuit In-game content art | Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay. | Jorge Francisco Bescos Gascon | - | Sep 1, 2026 | |
Roverbound In-game content textartcode | Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Rogueatic Games | - | Sep 1, 2026 | |
Decadrive In-game content art | Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime. | MARVIN BRAGA SISTEMAS LTDA | - | Sep 1, 2026 | |
Endless Roadtrip In-game content audio | The music of this game is made with AI and modified by human musicians | Halfsnow | - | Sep 1, 2026 | |
Forklift Logistics Simulator In-game content arttext | Generative AI tools were used to assist with some UI artwork and localization.
All AI-assisted content is pre-generated and reviewed before being included in the game or its store materials. | Bromy | - | 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 | |
Urban Bus Simulator In-game content art | Urban Bus Simulator includes some content created with the assistance of generative AI. AI-generated content is used for certain HUD elements, menu/interface visuals, and promotional or illustrative images related to vehicle brands. These AI-generated assets are used as part of the game's visual presentation and user interface. | Testron Studio | - | Sep 1, 2026 | |
Divebomb: Weaponized Racing Dev only artcode | No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts. | RPM Digital | - | Sep 1, 2026 | |
Blackout Route In-game content art | Some marketing capsules, some icons, then reworked by an artist. | Blackout Inc. | - | Aug 30, 2026 | |
Zombie Car: Kaiju Killer In-game content art | As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay. | DevOfOne | - | Aug 29, 2026 | |
Last Offer: Car Dealer In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emirhan Şahin | - | Aug 28, 2026 | |
Roulettegeddon In-game content art | Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play. | Patria Games | - | Aug 28, 2026 | |
RIGMAROLE In-game content artaudio | Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content. | The Iron Writ | - | Aug 28, 2026 | |
Motor Sport Unbounded 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. | 7 Wolf Games | - | Aug 26, 2026 | |
Humble Hauler Dev only codeart | AI was used to assist with coding and logo creation. | JP Games | - | Aug 26, 2026 |