AI was used for art, audio, text and translations, including store artwork. No AI generation during gameplay.
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- Oct 3, 2026
Public Steam disclosure research 25,392 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 was used for art, audio, text and translations, including store artwork. No AI generation during gameplay.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
AI has been used to help develop the game's cover art.
Some of the images in the game were stylized using AI.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
Only the game capsule is generated by generative artificial intelligence.
Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
This game utilizes AI for the localization and translation of language content, and employs AI to generate the basic materials for in-game graphic resources (requiring manual post-processing). Additionally, the music in the game is also generated using AI
In-game text translations were generated with the assistance of AI translation tools.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
Some of the store page description was drafted with generative AI writing assistance and then reviewed and edited by the developer. This game does not use generative AI to create content during gameplay.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
Capsule art.
Generative AI was used during development to create visual assets, including character illustrations, backgrounds, and UI artwork, as well as portions of the written text. The generated content was edited and adapted to fit the game's setting and presentation.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Made by an ordinary person building a game for the first time, with generative AI tools helping throughout. The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game. Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play.
This game uses Generative AI for most 2D artwork and UI elements. All characters, enemies and environments were created fully without the use of AI.
Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game. Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page. The core content and functionality of the game were not created using generative AI.
As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay.
Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service.
AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction.
Proofreading
Generative AI was used during development for some visual and audio assets and for translations. No content is generated during gameplay.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
Generative AI was used for art and sound.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game.
Generative AI was used only for localization.
AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video.
Used on capsule photos
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Some of the background art in the game was created using generative AI.
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
Details for the hand-illustrated artworks were mostly AI-generated.
Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Luskandash In-game content artaudiotext | AI was used for art, audio, text and translations, including store artwork. No AI generation during gameplay. | weather | - | Oct 3, 2026 | |
Pop the Balloon In-game content artaudiotext | This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play. | Myobia Motion Studio | - | Oct 3, 2026 | |
Tactical Combat Simulator Dev only codetext | This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI. | Terraminus Studios | - | Oct 3, 2026 | |
Desktop Theme Park In-game content artaudiotext | We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style. | Tiny Pause | - | Oct 3, 2026 | |
Shooting Range Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 3, 2026 | |
unligal In-game content art | Some of the images in the game were stylized using AI. | RUKA Industries | - | Oct 3, 2026 | |
Handful of Dice In-game content arttext | Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay. | GoodXP | - | Oct 3, 2026 | |
Paper Volleyball Store/marketing art | Only the game capsule is generated by generative artificial intelligence. | Free Gift Studio | - | Oct 3, 2026 | |
Open Daily in NYC In-game content arttext | Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay. | Ruiqi | - | Oct 3, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 | |
Fresh Market Simulator In-game content art | Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay. | GFZ Games | - | Oct 3, 2026 | |
Secrets of Salem: Tarot Murders Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | DominiGames | - | Oct 3, 2026 | |
Cats Bring Wealth And Prosperity In-game content textartaudio | This game utilizes AI for the localization and translation of language content, and employs AI to generate the basic materials for in-game graphic resources (requiring manual post-processing). Additionally, the music in the game is also generated using AI | LuoJun | - | Oct 3, 2026 | |
Taco Truck Simulator In-game content text | In-game text translations were generated with the assistance of AI translation tools. | Taco Hero Studio | - | Oct 3, 2026 | |
EverBastion In-game content text | The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play. | Osiris Atlas | - | Oct 3, 2026 | |
電脳スイーパー Store/marketing text | Some of the store page description was drafted with generative AI writing assistance and then reviewed and edited by the developer. This game does not use generative AI to create content during gameplay. | AquaRegia31.App | - | Oct 3, 2026 | |
Vampus the Space Vampire In-game content art | All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer. | Bjørn Eriksen | - | Oct 3, 2026 | |
Guild Leader: The Hero Behind the Desk general | From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal. | Pigeon Eye Games | - | Oct 3, 2026 | |
Goblin Apocalypse: Open World Survival In-game content textaudioart | AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style. | Nons Games | - | Oct 3, 2026 | |
The Vector Store/marketing art | Capsule art. | Conifer Studios | - | Oct 3, 2026 | |
アヤカシプロファイル In-game content arttext | Generative AI was used during development to create visual assets, including character illustrations, backgrounds, and UI artwork, as well as portions of the written text. The generated content was edited and adapted to fit the game's setting and presentation. | Hyakki Yagyo inc | - | Oct 3, 2026 | |
Wedding Runner In-game content arttextcode | This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play. | Protoward LLC. | - | Oct 3, 2026 | |
Headbutt Dino In-game content artaudiocodetext | Made by an ordinary person building a game for the first time, with generative AI tools helping throughout.
The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game.
Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play. | paranh | - | Oct 3, 2026 | |
Wyrmhold In-game content art | This game uses Generative AI for most 2D artwork and UI elements. All characters, enemies and environments were created fully without the use of AI. | DHG Game Studio | - | Oct 3, 2026 | |
Turbound In-game content arttext | Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game.
Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page.
The core content and functionality of the game were not created using generative AI. | Broken Telescopė | - | Oct 3, 2026 | |
Siegehand In-game content art | As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay. | Kessel Studio Games | - | Oct 3, 2026 | |
Hotpot Party In-game content artaudio | Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service. | Nuclear Kitty Games | - | Oct 3, 2026 | |
Suns Unknown In-game content art | AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction. | Moralsoft | - | Oct 3, 2026 | |
How To Hunt text | Proofreading | Northern Games | - | Oct 3, 2026 | |
Bone Idle In-game content artaudiotext | Generative AI was used during development for some visual and audio assets and for translations. No content is generated during gameplay. | Skollheim | - | Oct 3, 2026 | |
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
DEPRECATED Dev only codetext | Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used. | Levend Turgay | - | Oct 3, 2026 | |
Wargrown In-game content artaudio | Generative AI was used for art and sound. | Drowning Donkey | - | Oct 3, 2026 | |
Edenfinity In-game content audiotext | Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. | Cauê Ferrareto | - | Oct 3, 2026 | |
CUE-RIOUS In-game content arttext | Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service. | Grill Kinetic LLC | - | Oct 3, 2026 | |
Bio Inc. Total Defense In-game content arttext | We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details. | DryGin Studios | - | Oct 3, 2026 | |
Demolition Empire In-game content arttext | Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer. | Kali games | - | Oct 3, 2026 | |
Cirno’s Snowball In-game content artaudiotext | Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay. | FIVE DUCK GAMES | - | Oct 3, 2026 | |
Habitat: The Endless Terrarium In-game content arttext | This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play. | divineVisitation | - | Oct 3, 2026 | |
Grime Cleaner Idle In-game content arttext | Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game. | TreeCover Interactive | - | Oct 3, 2026 | |
Arctic Adventure In-game content text | Generative AI was used only for localization. | the groundbird works | - | Oct 3, 2026 | |
Zombie Royale In-game content artaudio | AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video. | Perihelion-Software | - | Oct 3, 2026 | |
Arctic Shop Simulator Store/marketing art | Used on capsule photos | PotDev | - | Oct 3, 2026 | |
Moss Survivor In-game content arttext | This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release. | Maronn | - | Oct 3, 2026 | |
Matchday: Player Career In-game content art | Some character portraits, club scene illustrations, and store artwork were created with generative AI and selected or edited for Matchday. The game does not generate content during play. | SyntiaGames | - | Oct 3, 2026 | |
PICKRIFT Dev only textcodeart | Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer. | NodeTen Games | - | Oct 3, 2026 | |
Mineral Craft 2 In-game content art | Some of the background art in the game was created using generative AI. | Natron Games | - | Oct 3, 2026 | |
Alien or Duck! Dev only art | Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab. | Aliens Pro-StudioZ | - | Oct 3, 2026 | |
Cindocu: The Omens In-game content art | Details for the hand-illustrated artworks were mostly AI-generated. | Cindocu Project | - | Oct 3, 2026 | |
The Quiet Flat Store/marketing art | Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI. | Firzy Games | 39 | Oct 3, 2026 |