Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI.
- Creator
- Holy Terra team
- Reviews
- -
- Added
- Sep 29, 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.
Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI.
AI elements were used for the text. No AI-generated content is created during gameplay.
- AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender. All additional art is human-made: - Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store. - Steam capsule artwork is by @Camilieroart - Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library. - Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library.
We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics.
The game uses AI assisted localization to make the experience accessible to players in different languages.
Generative AI tools were used during development to assist with draft text, localization, concept references, and asset iteration. All final content included in the game has been reviewed and edited by the developer. The game does not generate AI content during gameplay.
Video, some textures, and 3D models
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
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.
This game's marketing materials include AI-generated voice narration created with ElevenLabs. The game itself does not use live-generated AI, and gameplay content is not generated by AI.
During development, we used generative AI to assist with some character art assets and early UI concepts. All related assets were subsequently refined and manually adjusted extensively by professional artists and other team members to ensure the finished work matched the game's distinctive style and quality standards.
Generative AI used as developer tool for code, testing, modeling, and sound. Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game uses generative AI in the creation of the following content: - Parts of the ending animations and still illustrations - Parts of the scenario text - UI artwork - Store page assets such as the logo and key visual - Store page text in languages other than Japanese All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
Generative AI was used in the making of visual and coded assets.
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
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials. The game does not generate AI content during gameplay and does not connect to external AI services.
Some parts of the App and Store page may feature AI generated content.
AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors.
This game uses generative artificial intelligence to create certain UI elements or images.
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
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.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images. No AI runs while you play. All content is fixed at release.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
Proofreading some translations. Some 3D assets and sounds.
Generative AI was used to assist with coding the game.
Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Some: posters, product photos on packaging, and songs were created or modified using AI.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted.
Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds.
The promotional poster of the store utilized AI technology.
We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
AI-assisted tools were used in the design of some characters.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI used for code, graphics, audio.
Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations.
Generative AI was used for some store pageimages, store page localization and translation, as well as some in-game art assets, localization, translation, and music.
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration. ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design. As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI.
coding was partly done by claude and it created some small assets (like weapon sound).
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Kill Through In-game content art | Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI. | Holy Terra team | - | Sep 29, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
Post Apocalyptic Gas Station (PAGS) Dev only art | - AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender.
All additional art is human-made:
- Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store.
- Steam capsule artwork is by @Camilieroart
- Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library.
- Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library. | BearDog Games | - | Sep 28, 2026 | |
Real Zombie Survivors In-game content arttext | We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics. | GAMIKE | - | Sep 28, 2026 | |
Trox The Reversal In-game content text | The game uses AI assisted localization to make the experience accessible to players in different languages. | TROJAN PRODUCTIONS PRIVATE LIMITED | - | Sep 27, 2026 | |
重建避难所 In-game content textart | Generative AI tools were used during development to assist with draft text, localization, concept references, and asset iteration. All final content included in the game has been reviewed and edited by the developer. The game does not generate AI content during gameplay. | JAM Game Studio | - | Sep 27, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Hextinction: Tower Defense In-game content artaudio | Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI. | A2L Games | - | Sep 26, 2026 | |
Hunt or Pray Live AI art | Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content. | Rusty Clover | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_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 | |
Junkyard Reseller In-game content audio | This game's marketing materials include AI-generated voice narration created with ElevenLabs. The game itself does not use live-generated AI, and gameplay content is not generated by AI. | North Ruins | - | Sep 25, 2026 | |
Ember District In-game content art | During development, we used generative AI to assist with some character art assets and early UI concepts. All related assets were subsequently refined and manually adjusted extensively by professional artists and other team members to ensure the finished work matched the game's distinctive style and quality standards. | Cyber Egg Tart | - | Sep 25, 2026 | |
G.D.F. PHALANX: Missile Defense Protocol In-game content arttextcodeaudio | Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art. | KC Ogren | - | Sep 24, 2026 | |
PROTOCOL: NOAH In-game content arttext | This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running. | SINEN STUDIO Inc. | - | 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 | |
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 | |
Midnight Gunwatch art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Midnight Gunwatch Studio | - | Sep 22, 2026 | |
废土小饭馆 In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services. | Bannye | - | Sep 22, 2026 | |
逆界 (Inverse Realm) Store/marketing | Some parts of the App and Store page may feature AI generated content. | Fun Workshop | - | Sep 22, 2026 | |
Olympus 2249 In-game content arttextaudio | AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors. | Dieselship Studio | - | Sep 22, 2026 | |
False Horizons In-game content art | This game uses generative artificial intelligence to create certain UI elements or images. | Stag Studios | - | Sep 22, 2026 | |
AfterRoach In-game content art | Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game. | Gavlt | - | Sep 21, 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 | |
Archives of Disorder - Pasture Without Light In-game content artaudiotext | The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release. | Vison | - | Sep 21, 2026 | |
ReDead Frontline Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | BS | - | Sep 21, 2026 | |
Stillsky Dev only artaudio | Proofreading some translations.
Some 3D assets and sounds. | Latent Games | - | Sep 19, 2026 | |
Sponge Bridges Dev only code | Generative AI was used to assist with coding the game. | Alun Games | - | Sep 19, 2026 | |
Prehistoric toybox In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer. | picnic rice | - | Sep 18, 2026 | |
Sand Horde In-game content art | Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development. | Level Up Ventures | - | Sep 18, 2026 | |
余烬边界 In-game content artaudio | During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay. | FishForge | - | Sep 18, 2026 | |
Sticks and Stones Store/marketing artaudio | Some: posters, product photos on packaging, and songs were created or modified using AI. | DiveDev | - | Sep 17, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
恶意结核 (MechaBlight) In-game content art | This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted. | YeMaoFanKa | - | Sep 17, 2026 | |
Working Dead Store/marketing art | Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds. | Frogberry | - | Sep 16, 2026 | |
15日僵尸幸存者 Store/marketing art | The promotional poster of the store utilized AI technology. | UUGame1993 | - | Sep 16, 2026 | |
NEKOGAERI Store/marketing arttext | We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay. | soyukke | - | Sep 16, 2026 | |
Science Monster: Grafted Heart In-game content artaudiotext | This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay. | JIELIN | - | Sep 16, 2026 | |
Iron Pilgrims In-game content arttextaudio | Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay. | Last Spark Studio | - | Sep 16, 2026 | |
少女的后花园 Unclear art | AI-assisted tools were used in the design of some characters. | 少女工作室 | - | Sep 16, 2026 | |
Make The Dead Dead Again In-game content textaudio | DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription. | Based On The Play | - | Sep 16, 2026 | |
Garden of the Dead In-game content arttext | Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game. | Lungu Daniel | - | Sep 15, 2026 | |
Scraplands In-game content artaudiocode | AI used for code, graphics, audio. | Quad Pixel | - | Sep 15, 2026 | |
Zukontide In-game content art | Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations. | Sindre | - | Sep 15, 2026 | |
Zombie Horde Survivors In-game content arttextaudio | Generative AI was used for some store pageimages, store page localization and translation, as well as some in-game art assets, localization, translation, and music. | Frozen Pear Games | - | Sep 15, 2026 | |
ECHO//syntax Dev only code | I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy. | CHROMAGEM Games | - | Sep 14, 2026 | |
Grimlife In-game content audioarttext | I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI. | Arkitech | - | Sep 13, 2026 | |
Fuel Burn In-game content codeaudio | coding was partly done by claude and it created some small assets (like weapon sound). | The Insane Banana UG | - | Sep 13, 2026 | |
Horde Circuit In-game content art | Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services. | Mod Goblin Studio | - | Sep 12, 2026 | |
PLEASE STOP THE RAIN In-game content artaudio | Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime. | Missroot | - | Sep 12, 2026 |