Generative AI capabilities have been used in game development content to enhance development efficiency.
- Creator
- For Dawn Studio
- Reviews
- -
- Added
- Sep 25, 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.
Generative AI capabilities have been used in game development content to enhance development efficiency.
Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the cards, the table and every sound are drawn and synthesized while you play, rather than imported as files. Generative AI contributed to some of the content that ships with the game: eight interface icons in the main menu, the artwork used on this store page, and part of the in-game text and its English translation. All of it was produced from written briefs, then reviewed, edited and assembled by hand.
Generative AI tools were used during development to create pre-generated artwork and visual assets used in the game and its Steam store materials. All AI-generated assets included in the final game were reviewed and selected by the developer before use. No generative AI content is created during gameplay, and the game does not connect to any external AI services.
Ive used AI for my Store Page and my title screen, added some of my own flare to it. I used AI for my portraits in game for my shop keepers Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics). All content was selected, reviewed and integrated manually by the developer. The game does not use generative AI during gameplay and does not generate content in real time.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
AI translation tools were used to assist with localization from English to other languages. The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
AI image generation was used to create the logo, library assets and achievement assets for the game.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Artificial Intelligence was used in the programming process and creation of Steam store assets.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Some icons, sounds and translations were created with AI.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development. All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。
Some placeholder assets in early versions are AI generated.
Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play.
Generative AI tools were used during development to create game assets.
Generative AI tools were used during development to assist with and expedite programming and coding tasks.
The background music in the game was created with the assistance of generative AI tools.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending). We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives. Any AI agent use has been supervised by humans, these agents have not yet unionised.
Used for all the placeholder artwork / store page content.
This app includes an optional AI assistant that helps interpret game server console output and error logs. When you send it a log fragment or a question, the text goes to our backend, which forwards it to Anthropic's Claude API and returns a generated explanation with suggested fixes. The assistant runs only when you invoke it — nothing is sent automatically, and the feature is off by default. Responses are generated by a language model and may be inaccurate, so verify any suggestion before applying it to a live server. No other content in this app is AI-generated.
Generative AI also assisted in creating some promotional artwork and descriptive text for the Steam store page.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand. Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.
As this is an indie game, some of the character illustrations and art assets are AI‑generated.
Some visual assets, sound effects, and music in Wondernauts were created with the help of generative AI tools during development, then refined, validated, and integrated by the development team. All gameplay logic and game systems are human-authored.
A big chunk of the code and art was done using AI.
Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play.
NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time.
As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio.
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.
AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion.
Used AI voice over for english on trailer
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human.
Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
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.
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
AI tools are used during development strictly to help optimize and debug code.
Visual assets were created using a combination of generative AI tools and manual editing/art direction. No generative AI is used during gameplay.
AI was used for inspiration in logos and lore refinement.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
- Handcrafted music enhanced with AI - AI-generated SFX
Parts of this game's content were created with generative AI tools: - 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer. - The English localization was AI-translated from the original Chinese text and then reviewed by the developer. - Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant. - Some store page and marketing artwork was produced with AI image tools. All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Two Otters Dev only | Generative AI capabilities have been used in game development content to enhance development efficiency. | For Dawn Studio | - | Sep 25, 2026 | |
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
Soft 17 In-game content arttext | SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand. | Berko | - | Sep 24, 2026 | |
Cleanup Unit In-game content art | Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services. | 2ooT Games | - | Sep 24, 2026 | |
Thrive Z In-game content art | Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit | CASH | - | Sep 24, 2026 | |
Nonogram Duel In-game content art | During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time. | Alessio Perilli | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
The Well Kept In-game content text | AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials. | Redfar | - | Sep 21, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
Aubelys In-game content artaudiocodetext | I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time. | Doom | - | Sep 19, 2026 | |
Xenmega In-game content art | AI image generation was used to create the logo, library assets and achievement assets for the game. | iMWCode Gaming | - | Sep 19, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
Minefield Mayhem Store/marketing codeart | Artificial Intelligence was used in the programming process and creation of Steam store assets. | David Allendorfer | - | Sep 18, 2026 | |
PowerPitch In-game content artaudiotext | Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials. | knighttimenow | - | Sep 18, 2026 | |
Atomic Hockey In-game content artaudiotext | Some icons, sounds and translations were created with AI. | Purple Dragon Studios | - | Sep 18, 2026 | |
Somewhere Else In-game content art | As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game. | Milecode | - | Sep 16, 2026 | |
ERA-ming Store/marketing artcode | 此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。 | aigmer | - | Sep 16, 2026 | |
BoredBundle Unclear art | Some placeholder assets in early versions are AI generated. | BreezeHouse Games | - | Sep 16, 2026 | |
Boom Crew In-game content art | Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play. | Orchakov | - | Sep 15, 2026 | |
BoneHeads In-game content art | Generative AI tools were used during development to create game assets. | deReaLized | - | Sep 15, 2026 | |
The Halloway Haunting Dev only code | Generative AI tools were used during development to assist with and expedite programming and coding tasks. | New Bones Studios | - | Sep 12, 2026 | |
Potion Nook In-game content audio | The background music in the game was created with the assistance of generative AI tools. | Ranthia | - | Sep 12, 2026 | |
Bee on a Roll In-game content artaudiotext | Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play. | Reimar Waitz | - | Sep 12, 2026 | |
Slightly Random Dungeons In-game content artaudiotext | Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised. | Slightly Random Studios | - | Sep 12, 2026 | |
The Nullway Store/marketing art | Used for all the placeholder artwork / store page content. | Quillcrest Studios | - | Sep 10, 2026 | |
ProximaClient Live AI text | This app includes an optional AI assistant that helps interpret game server console output and error logs. When you send it a log fragment or a question, the text goes to our backend, which forwards it to Anthropic's Claude API and returns a generated explanation with suggested fixes.
The assistant runs only when you invoke it — nothing is sent automatically, and the feature is off by default. Responses are generated by a language model and may be inaccurate, so verify any suggestion before applying it to a live server. No other content in this app is AI-generated. | ProximaMP | - | Sep 10, 2026 | |
装B之王 Store/marketing arttext | Generative AI also assisted in creating some promotional artwork and descriptive text for the Steam store page. | Mangrove | - | Sep 9, 2026 | |
Shorebreaker In-game content codeaudioart | No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby. | Pailside Games | - | Sep 8, 2026 | |
小吃派对 Snack Party In-game content arttext | This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime. | Pad Token Games | - | Sep 7, 2026 | |
迷失小镇 In-game content art | As this is an indie game, some of the character illustrations and art assets are AI‑generated. | HouXi | - | Sep 7, 2026 | |
Wondernauts In-game content artaudio | Some visual assets, sound effects, and music in Wondernauts were created with the help of generative AI tools during development, then refined, validated, and integrated by the development team. All gameplay logic and game systems are human-authored. | Harmonic Engine | - | Sep 6, 2026 | |
Spike Trigger Unclear artcode | A big chunk of the code and art was done using AI. | Seatoad LLC | - | Sep 5, 2026 | |
Blade Dodger In-game content artaudio | Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play. | Sota Games LLC | - | Sep 4, 2026 | |
NBA 2K27 Live AI art | NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time. | Visual Concepts | 745 | Sep 4, 2026 | |
Tiny Time Travelers In-game content artaudio | As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio. | Rocket Munky | - | Sep 3, 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 | |
Squarelings In-game content artaudio | AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion. | BlueWell Games | - | Sep 1, 2026 | |
Paint Gang In-game content audio | Used AI voice over for english on trailer | Catchy | - | Aug 31, 2026 | |
FSPunch In-game content artaudiocode | The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running. | opinionampGames | - | Aug 29, 2026 | |
D.A.M.N! In-game content arttext | In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human. | The DAMN Board Games | - | Aug 29, 2026 | |
Last Paddle Standing In-game content arttext | Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page. | TAYN Games | - | Aug 28, 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 | |
JETGRAVE In-game content artaudio | AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/ | Losers And Nerds Party LLC | - | Aug 28, 2026 | |
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
Nightmare Company Dev only code | AI tools are used during development strictly to help optimize and debug code. | Batuhan Çağdaş | - | Aug 28, 2026 | |
SumMon In-game content art | Visual assets were created using a combination of generative AI tools and manual editing/art direction.
No generative AI is used during gameplay. | UnphysicalMachinery | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
DuoFall In-game content artaudiotext | Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services. | zweiVerspielte | - | Aug 25, 2026 | |
Dragons Invasion In-game content audio | - Handcrafted music enhanced with AI
- AI-generated SFX | Tencah Games | - | Aug 25, 2026 | |
Roll and Hold In-game content arttext | Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated. | Kai Games | - | Aug 25, 2026 |