Translations into other languages was made by using AI. If mistakes were made please send in a bug report.
- Creator
- Voltaxis
- Reviews
- -
- Added
- Oct 9, 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.
Translations into other languages was made by using AI. If mistakes were made please send in a bug report.
Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally.
Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay.
The store interface was generated by AI.
The store page is created with AI-assisted tools
Our team uses AI tools to assist in developing some in-game content.
Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs. Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player.
Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions.
During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
The game's translations were generated using AI and then proofread.
Some sound effects and images were created with the help of AI tools.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
Generative AI was used for in-game graphics.
Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game.
Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
Generative AI tools were used during development to assist in the creation of certain pre-rendered visual content, including character assets, artwork, and marketing materials. All AI-assisted content was reviewed, selected, and incorporated by the development team before being included in the game or its promotional materials.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
AI is used to generate localization of store page descriptions.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets. I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
graphics and text
[Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process.
The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author.
"Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible."
The game logo, used in store art and the trailer, was created with AI image generation tools.
AI was used to assist with text and UI art/design during development.
Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product.
AI-generated images are used for some of the designs in this game.
Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services.
Generative AI was used only for the Steam Capsule art.
Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it. The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game. No generative AI creates content while you play.
The character art, idle animations, icons and store images were created with locally run AI image tools, then selected and retouched by hand. Nothing is generated by AI while the game runs.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。 対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。 ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。 対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works. During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge.
It is used only for the production of promotional materials and is not used within the game itself.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer. Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay.
All the characters appearing in the game were generated and refined using AI.
※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Petrol Empire In-game content text | Translations into other languages was made by using AI. If mistakes were made please send in a bug report. | Voltaxis | - | Oct 9, 2026 | |
赛博拼豆 In-game content art | Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally. | shanjianyeren | - | Oct 9, 2026 | |
8+9 In-game content arttextcode | Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay. | 蛋生遊戲 | - | Oct 9, 2026 | |
Bungee Simulator: Freefall Store/marketing art | The store interface was generated by AI. | WANG SHUN FENG | - | Oct 9, 2026 | |
1.76流派传奇 Store/marketing text | The store page is created with AI-assisted tools | 1.76流派传奇 | - | Oct 9, 2026 | |
Abilill: Persistent Fantasy Extraction MMO Unclear | Our team uses AI tools to assist in developing some in-game content. | Abilill Inc. | - | Oct 9, 2026 | |
Orix In-game content art | Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs.
Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player. | Save Anywhere Games | - | Oct 9, 2026 | |
TitleIt! Live AI arttext | Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions. | Seleccionados | - | Oct 8, 2026 | |
The Seven Deadly Sins: Origin In-game content artaudiotext | During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression. | Netmarble F&C | 4.4k | Oct 8, 2026 | |
Myrridon In-game content art | We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits. | 3AM Games | - | Oct 8, 2026 | |
Derail Party In-game content text | The game's translations were generated using AI and then proofread. | AlexBZicker | - | Oct 8, 2026 | |
Cryptward Online In-game content artaudio | Some sound effects and images were created with the help of AI tools. | Taverna Games | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
Realm Live AI artaudio | Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision. | Realm | - | Oct 7, 2026 | |
Arche PG In-game content artaudio | Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play. | Battle Of Plans | - | Oct 7, 2026 | |
Deckbound In-game content arttext | Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time. | Yuri Murray-Alves | - | Oct 7, 2026 | |
Punk Dog Wars MOBA 2D In-game content artaudiotext | Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play. | Westie Game Studios | - | Oct 7, 2026 | |
Circulopolis: The Commissioner of Transition In-game content art | Generative AI was used for in-game graphics. | Feyza Sevilmiş | - | Oct 7, 2026 | |
CastleWright In-game content art | Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game. | Lunarhellgames | - | Oct 7, 2026 | |
Jonah & Franz: A través del Multiverso Store/marketing art | Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay. | Jonah & Franz | - | Oct 7, 2026 | |
Korsaros Online In-game content artaudio | Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion. | Injesterr | - | Oct 7, 2026 | |
Puzzle Peace: Cozy Jigsaw Puzzles In-game content artaudio | Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay. | The Game Shelf | - | Oct 7, 2026 | |
The Adventures of Zippy and Bippy In-game content art | Generative AI tools were used during development to assist in the creation of certain pre-rendered visual content, including character assets, artwork, and marketing materials. All AI-assisted content was reviewed, selected, and incorporated by the development team before being included in the game or its promotional materials. | James Blackburn | - | Oct 7, 2026 | |
DPS: Desktop Pension Squad In-game content artaudiotext | Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team. | detailgames | - | Oct 7, 2026 | |
Wood Imperium In-game content arttext | Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | Braincoders | - | Oct 7, 2026 | |
The Harbour Between Us In-game content text | AI is used to generate localization of store page descriptions. | weirdcatstudios | - | Oct 6, 2026 | |
FlyFuture Live AI codetext | I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it. | FuzeXO | - | Oct 6, 2026 | |
Unwritten Live AI text | Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer. | Romain Brancherie | - | Oct 6, 2026 | |
Battles of Arunia In-game content art | Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay. | Battles of Arunia | - | Oct 6, 2026 | |
Corrupted Skies Unclear arttext | graphics and text | Zbili Studio | - | Oct 6, 2026 | |
deep rabbit hole Dev only code | [Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process. | Slow step | - | Oct 6, 2026 | |
청월시 괴이사진록 (Cheongwol: Paranormal Archives) In-game content artaudiotext | The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author. | Litma Games | - | Oct 6, 2026 | |
TTRPG In-game content art | "Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible." | PUGO | - | Oct 6, 2026 | |
Patchy Store/marketing art | The game logo, used in store art and the trailer, was created with AI image generation tools. | Root Cellar Games | - | Oct 6, 2026 | |
Ballosseum Dev only textart | AI was used to assist with text and UI art/design during development. | Ballosseum | - | Oct 6, 2026 | |
Bible Putt Putt In-game content textaudioart | Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product. | bfreshwest | - | Oct 6, 2026 | |
ドタバタVRランド In-game content art | AI-generated images are used for some of the designs in this game. | Yoshida Gakuen | - | Oct 5, 2026 | |
RattyJunkIdle In-game content art | Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services. | Jujiu Studio | - | Oct 5, 2026 | |
Break Store/marketing art | Generative AI was used only for the Steam Capsule art. | Tuesday Game Studios | - | Oct 5, 2026 | |
Clearly Cribbage In-game content artaudiocode | Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it.
The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game.
No generative AI creates content while you play. | Koedy Burkel | - | Oct 4, 2026 | |
DesktopAICattie In-game content art | The character art, idle animations, icons and store images were created with locally run AI image tools, then selected and retouched by hand. Nothing is generated by AI while the game runs. | JuiceLab | - | Oct 4, 2026 | |
Restore the Luminous In-game content artaudiotext | 開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。 | EpicQuest LLC | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
搶孤 In-game content artaudio | Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release. | LILIWEI | - | Oct 4, 2026 | |
Valenya Online Live AI arttext | Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works.
During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge. | Aurélien Souville | - | Oct 4, 2026 | |
斗罗大陆之斗神传奇 Store/marketing arttext | It is used only for the production of promotional materials and is not used within the game itself. | 斗罗大陆 | - | Oct 4, 2026 | |
Grimoria - Online Card Game In-game content arttext | Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations. | EmberVeil Games | - | Oct 4, 2026 | |
Biblioclash Dev only textcode | Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer.
Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay. | Juho Peuraniemi | - | Oct 4, 2026 | |
Timopet In-game content art | All the characters appearing in the game were generated and refined using AI. | DrinkFox | - | Oct 4, 2026 | |
Abyssal Moonlight-Chapter1 In-game content textcode | ※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans. | Garurai | - | Oct 4, 2026 |