Promotional art, character models, game logo are generated by AI.
- Creator
- Souleil
- Reviews
- -
- Added
- Jul 20, 2026
Public Steam disclosure research 25,394 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.
Promotional art, character models, game logo are generated by AI.
Store image generated by AI
Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows: - Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software. - 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine. - Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions). We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
AI was used to generate background images, music, and audio. Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key.
Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style.
Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team.
This game uses generative AI in the following ways: - Some of the in-game and store page artwork was created using AI image generation tools. - Some localization (translations) was assisted by AI tools. All AI-generated content is reviewed and edited by the developer before release. Background music uses royalty-free tracks and is not AI-generated. Parts of the game's code were written with the assistance of AI coding tools.
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer.
Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page. The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems.
The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review. Some commissioned store and library artwork may include AI-generated elements.
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
This game was created in collaboration with my friend Claude Code. Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient. The direction comes from my side and the passion for this project is still real.
Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play.
Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime.
Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
This game uses VOICEVOX for character voice synthesis (taunt lines, victory lines, etc.). All voice lines were generated during development and are pre-recorded into the game. Nothing is generated live during gameplay, and the game does not connect to any external AI service at runtime. AI (Claude) was also used to help translate this store page into English.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
AI was used to generate art for in-game use and marketing materials. No AI is present in the gameplay. All enemy "ghosts" are real players.
I've used AI for code, and to generate some 2D & 3D assets. I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it. I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling. You couldn't "prompt" a game like this. I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
Our team uses generative AI tools to help develop certain elements of the game.
Marketing images and designs incorporate some AI-generated elements
Cybersoul 2 features artwork developed with generative AI.
Some promotional capsule images and a limited number of in-game background artworks were created with the assistance of generative AI tools.
Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game.
Generative AI was used to assist with coding/scripting and for the localization of in-game text.
The promotional images on the store page are generated by AI.
Many of the art assets used at this stage are AI-generated placeholders, including most of the card artwork. These AI assets help depict the overall creative style and vision that will be achieved in the full release. A Kickstarter campaign will be dedicated to raising the funds to replace the AI placeholder art. All of the sound design, music, text and game code is entirely human-created.
Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you!
Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay.
AI tools are used exclusively to translate game content into different languages.
The character portraits in the game were generated by AI and then manually adjusted.
Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction.
Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game.
Artificial intelligence was used to create textures in the game.
I used it a ton for programming, and images.
部分人物形象,表情使用AI生成
Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime.
Pre-generated AI tools were used during development to create the game's soundtrack and sound effects, and to assist with portions of its application icon and promotional key art. Those assets were selected, integrated, and reviewed by the developer. No AI content is generated during gameplay.
Background images and static game assets were partially generated using AI.
AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons.
This product uses generative AI only for some visual content, including in-game sprite images and promotional/store artwork such as capsule images, key art, logos, and character/instrument illustrations. AI is not used to generate live gameplay content in real time.
Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future.
AI Voices.
AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Jungle Tavern Store/marketing art | Promotional art, character models, game logo are generated by AI. | Souleil | - | Jul 20, 2026 | |
Siege Masters Store/marketing art | Store image generated by AI | Tulipe Gaming | - | Jul 20, 2026 | |
Blame the Wind In-game content artaudio | Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses. | Ædrift Studio | - | Jul 18, 2026 | |
Mind Against Fate In-game content artcode | The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials. | Mind Against Fate | - | Jul 18, 2026 | |
Battle Slop In-game content artaudio | AI was used to generate background images, music, and audio.
Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key. | Good Enough Games | - | Jul 18, 2026 | |
Fleetfall - Galaxy Domination In-game content art | Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style. | Purple Owl | - | Jul 18, 2026 | |
モグモグ!クソバトル In-game content art | Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team. | BoreBoreKick | - | Jul 18, 2026 | |
FlipPanic In-game content arttextcode | This game uses generative AI in the following ways:
- Some of the in-game and store page artwork was created using AI image generation tools.
- Some localization (translations) was assisted by AI tools.
All AI-generated content is reviewed and edited by the developer before release.
Background music uses royalty-free tracks and is not AI-generated.
Parts of the game's code were written with the assistance of AI coding tools. | WingWind | - | Jul 18, 2026 | |
Tapis In-game content art | Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated. | Bellescene Studio | - | Jul 18, 2026 | |
ITCHING! In-game content art | Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer. | Cw4M | - | Jul 18, 2026 | |
Topological Board Game In-game content codetext | Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page.
The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems. | You-Xun Zhang | - | Jul 18, 2026 | |
Typo Royale In-game content audiotext | The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review.
Some commissioned store and library artwork may include AI-generated elements. | House Matzke | - | Jul 18, 2026 | |
Veyrasol In-game content arttext | Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play. | Suleyman Ozcan | - | Jul 17, 2026 | |
Lanelord Dev only code | This game was created in collaboration with my friend Claude Code.
Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient.
The direction comes from my side and the passion for this project is still real. | Arctic Cabin Games | - | Jul 17, 2026 | |
Line Tower Wars In-game content artaudio | Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play. | Mithryl Labs LLC | - | Jul 17, 2026 | |
Hackagon: Cyber Card Battler In-game content art | Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime. | Main Thread Games | - | Jul 17, 2026 | |
1 MIN AIM: Neo Seoul In-game content artcode | Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process. | TEAM_MGTG | - | Jul 17, 2026 | |
Time Boxing Unclear | Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers. | Ridiculous Games | - | Jul 17, 2026 | |
KasMind In-game content audiotext | This game uses VOICEVOX for character voice synthesis (taunt lines, victory lines, etc.).
All voice lines were generated during development and are pre-recorded into the game.
Nothing is generated live during gameplay, and the game does not connect to any external AI service at runtime.
AI (Claude) was also used to help translate this store page into English. | kgrdev | - | Jul 17, 2026 | |
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
Wizard Tournament In-game content art | AI was used to generate art for in-game use and marketing materials.
No AI is present in the gameplay. All enemy "ghosts" are real players. | Rachop Studios | 11 | Jul 17, 2026 | |
Archonia: The Neon City In-game content artcode | I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss! | Don Flamingo Jr | - | Jul 17, 2026 | |
Nothing to See Here In-game content text | AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose. | Nothing to See Here | - | Jul 17, 2026 | |
1x1 Street Football: mini soccer PvP In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Jul 17, 2026 | |
Alien Hunt In-game content art | This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me. | Myrt | - | Jul 17, 2026 | |
Lightbound Dev only | Our team uses generative AI tools to help develop certain elements of the game. | Sabatra Studio | - | Jul 16, 2026 | |
Queen's Court: A Duel of Dignitaries Store/marketing art | Marketing images and designs incorporate some AI-generated elements | The Lady and Loaf Games Co. | - | Jul 16, 2026 | |
Cybersoul 2 In-game content art | Cybersoul 2 features artwork developed with generative AI. | Recoil Mojo | - | Jul 15, 2026 | |
Kachow Kart Racing In-game content art | Some promotional capsule images and a limited number of in-game background artworks were created with the assistance of generative AI tools. | Payna Games | - | Jul 15, 2026 | |
I'm Just a Wall Dev only code | Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game. | Salt&Vinegar | - | Jul 15, 2026 | |
CrossSpell In-game content textcode | Generative AI was used to assist with coding/scripting and for the localization of in-game text. | Inc-Cross | - | Jul 15, 2026 | |
Hear the Void Store/marketing art | The promotional images on the store page are generated by AI. | Eternal Studio | - | Jul 15, 2026 | |
Synemancy In-game content art | Many of the art assets used at this stage are AI-generated placeholders, including most of the card artwork. These AI assets help depict the overall creative style and vision that will be achieved in the full release. A Kickstarter campaign will be dedicated to raising the funds to replace the AI placeholder art.
All of the sound design, music, text and game code is entirely human-created. | Quasarion Pty Ltd | - | Jul 15, 2026 | |
About Frontlines In-game content artaudio | Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you! | Luca Burgio | - | Jul 15, 2026 | |
Blobkey In-game content art | Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay. | Aspect Digital Software | - | Jul 15, 2026 | |
GrindFall In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jul 15, 2026 | |
大收藏家 In-game content art | The character portraits in the game were generated by AI and then manually adjusted. | Dragon Mirror Studio | - | Jul 15, 2026 | |
3DMOBA In-game content arttext | Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction. | LEI LIU | - | Jul 15, 2026 | |
PHANTOM TAG: MANIFEST In-game content audio | Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game. | Claytechworks | - | Jul 15, 2026 | |
Crew Up In-game content art | Artificial intelligence was used to create textures in the game. | Kavunovskiy | - | Jul 15, 2026 | |
Heavens Gate Unclear artcode | I used it a ton for programming, and images. | Slick | - | Jul 15, 2026 | |
DDGame In-game content art | 部分人物形象,表情使用AI生成 | BEIJING TAOLE TECHNOLOGY CO.LTD. | - | Jul 15, 2026 | |
FPV PVP In-game content art | Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime. | EverLifeLab | - | Jul 15, 2026 | |
ChonkBlocker In-game content audioart | Pre-generated AI tools were used during development to create the game's soundtrack and sound effects, and to assist with portions of its application icon and promotional key art. Those assets were selected, integrated, and reviewed by the developer. No AI content is generated during gameplay. | Chonkbase | - | Jul 15, 2026 | |
ValveTestApp4639000 In-game content art | Background images and static game assets were partially generated using AI. | John Crank | - | Jul 15, 2026 | |
DIG Raiders: Anomaly Extraction In-game content audio | AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons. | Soda Game Studio | - | Jul 14, 2026 | |
Karaoke Chameleon In-game content art | This product uses generative AI only for some visual content, including in-game sprite images and promotional/store artwork such as capsule images, key art, logos, and character/instrument illustrations. AI is not used to generate live gameplay content in real time. | MiskoPipiskoPictures | - | Jul 14, 2026 | |
Cyber Boxing Arena In-game content text | Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future. | JJTW Games | - | Jul 12, 2026 | |
Battlegeuse Unclear audio | AI Voices. | Laboriontech Games | - | Jul 12, 2026 | |
Zombie Tag In-game content artaudio | AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game. | Babs Games | - | Jul 11, 2026 |