AI assisted for Portraits.
- Creator
- Xxen
- 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.
AI assisted for Portraits.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some game content and assets. All AI-assisted content was reviewed and integrated by the development team before being included in the game.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Assets in Graphical Assets, including Store assets and Library assets, are used AI to design.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
AI used for productivity assistance and maintenance of the code base.
Generative AI was used in the making of visual and coded assets.
Generative AI tools were used to assist with localization and translations, as well as to create marketing materials and promotional assets.
Only the character images are AI generated.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
The game uses AI to generate illustrations from handcrafted raw artwork.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay.
AI-assisted tools were used in the enhancement of the game’s music.
Some of the graphics were inspired from AI references
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game.
Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI. Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
The music was written with generative AI.
I use AI as a "better search engine" for code snippets and design research, and to create examples I can mark up to show artists what I am looking for. Paid artists create the monsters, backgrounds and UI icons, and everything else is hand-created or downloaded from asset packs or is available from free art sites. The artists also use AI in their workflows.
We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players.
AI used for code, graphics, audio.
This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs).
As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets. All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime.
Some of the music in this game was created using generative AI and is used as part of the game's soundtrack.
AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
AI-generated illustrations are used.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton!
Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI.
Images, and some sounds are generated via ai.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere.
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.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
Companion Baduk In-game content arttextaudio | Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects. | Companion Baduk | - | Sep 25, 2026 | |
PROF-MAN In-game content artaudio | PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay. | Prof's Arcade | - | Sep 24, 2026 | |
Office God In-game content arttextaudio | Generative AI tools were used during development to assist with the creation and refinement of some game content and assets. All AI-assisted content was reviewed and integrated by the development team before being included in the game. | KAL Foundry | - | Sep 24, 2026 | |
Fortrezo Desaparanta Dev only textart | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Your City Coming Store/marketing art | Assets in Graphical Assets, including Store assets and Library assets, are used AI to design. | Alright Peaches Studio | - | Sep 24, 2026 | |
Ogro Buchón: Barrio Multiversal In-game content art | Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay. | John Michel Rivera de Leon | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Echoes of Eternity 2 In-game content artcode | Generative AI was used in the making of visual and coded assets. | DurableChain | - | Sep 24, 2026 | |
Lords of Pain In-game content textart | Generative AI tools were used to assist with localization and translations, as well as to create marketing materials and promotional assets. | Pinfel | - | Sep 23, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Mission Nuts In-game content artaudio | Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | Tom Sheol | - | Sep 22, 2026 | |
Taktiko Maxima Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 22, 2026 | |
Sumpah Palapa Gajah Mada dan Cita Nusantara In-game content art | The game uses AI to generate illustrations from handcrafted raw artwork. | Leolit Games | - | Sep 22, 2026 | |
Winds of Discovery In-game content art | Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers). | Leo Rising Games | - | Sep 22, 2026 | |
THE BOY'S WORD In-game content art | Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author. | featherbyte | - | Sep 22, 2026 | |
Mutiny Island 2: The Pirate's Court In-game content artaudio | Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay. | Elushis | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
ARCASCIAN Dev only code | Generative AI tools were used during development for programming assistance and debugging support. No AI-generated player-facing content is included in the game. | Piledriver Playhouse | - | Sep 19, 2026 | |
Lyra Quinn - Black Hole In-game content art | Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay. | Raphael Krumm | - | Sep 18, 2026 | |
Podium '80 In-game content artaudiocode | Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer. | Mebobox Ltd | - | Sep 18, 2026 | |
HEATSINK In-game content text | The text in HEATSINK — its interface strings and its translations — was written with the assistance of generative AI.
Nothing is generated while you play. There are no AI-generated images or audio in this game, because there are no image or audio files at all: every shape on screen is drawn by code, and every sound is synthesised when the game launches. | Anquri | - | Sep 18, 2026 | |
King's Descent Store/marketing artcode | No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality. | Stoneshift Games | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
Rogue's Climb In-game content audio | The music was written with generative AI. | Nestwell Studio LLC | - | Sep 17, 2026 | |
The Mighty Wizard's Tale In-game content codeart | I use AI as a "better search engine" for code snippets and design research, and to create examples I can mark up to show artists what I am looking for. Paid artists create the monsters, backgrounds and UI icons, and everything else is hand-created or downloaded from asset packs or is available from free art sites. The artists also use AI in their workflows. | Oxdeadbeef Games | - | Sep 17, 2026 | |
Mane, Tekel, Fares In-game content audioart | We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer. | Insiters Juliusz Peta | - | Sep 16, 2026 | |
The Therapist In-game content artaudiocode | The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process. | Restless, LLC | - | Sep 16, 2026 | |
Ball of Fantasy Dev only artcode | This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development. | Super Space Grind | - | Sep 16, 2026 | |
United Football In-game content arttext | Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content. | MetaverseME Ltd | - | Sep 16, 2026 | |
Helbreath Evolution In-game content art | Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players. | Guillermo Vergara | - | Sep 15, 2026 | |
Scraplands In-game content artaudiocode | AI used for code, graphics, audio. | Quad Pixel | - | Sep 15, 2026 | |
Wheelie Bin Bash Dev only artaudio | This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs). | Aubriline SoftWorks | - | Sep 15, 2026 | |
Fuse Rush In-game content art | As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels. | ApeRockt | - | Sep 15, 2026 | |
Corporate Corp Incorporated Store/marketing art | This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets.
All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime. | Stryker Pose Studios | - | Sep 13, 2026 | |
Zero Castle In-game content audio | Some of the music in this game was created using generative AI and is used as part of the game's soundtrack. | Solodevdo | - | Sep 13, 2026 | |
VRLF - Virtual Reality Lightgun Framework Dev only artcode | AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts. | Barrettone Ltd | - | Sep 13, 2026 | |
UDONGAIN Unclear art | AI-generated illustrations are used. | leimonya | - | Sep 12, 2026 | |
MEMOLOGY: THE 2000s In-game content art | Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans. | hannibalnotdead | - | Sep 12, 2026 | |
勇者山七光の道草 Unclear artaudiotextcode | We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton! | モスー | - | Sep 12, 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 | |
UFO Survival In-game content artaudio | Images, and some sounds are generated via ai. | Coppolo Studios | - | Sep 12, 2026 | |
DreamAgain Adventures Emperor Sin & King Pop Strike Force In-game content audiotext | AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material | DreamAgain Studios | - | Sep 12, 2026 | |
Project Nebula In-game content art | Some images were created using existing game assets, which were then reworked with AI to enhance the sense of space and atmosphere. | MK_Games | - | Sep 12, 2026 | |
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 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 |