Some Steam cover arts were created using AI tools and edited by artists.
- Creator
- Doomers Entertainment
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,977 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 Steam cover arts were created using AI tools and edited by artists.
Generative AI was used to create several pre-generated assets within the game, including: - Environmental assets such as in-game posters. - Character face textures. - Voice-over audio for English and Chinese languages. These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay.
Some visual assets were generated with the assistance of AI tools, and OpenClaw has been integrated as the underlying logic framework for the NPC companion system.
Ai was used to create concept art.
AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons.
Some assets in Colonus were created with generative AI assistance and refined by hand.
BROKEN SOUL : Boss Rush is a solo-developed game, and generative AI tools were used during development to assist with the creation of some visual assets and promotional materials. However, the game’s ideas, combat design, and system logic were all personally conceived and implemented, and every piece of content that appears in the final game was also directly selected, edited, and reviewed before completion. This is not a game that was made easily, but rather one that was brought to completion by making full use of every available tool and resource. If the game receives greater support in the future, there are plans to further expand and improve various elements, including the art assets, to an even higher level of quality. The game does not include any functionality that generates content with generative AI in real time during gameplay.
AI is used to generate in-game characters, including their visual traits, background concepts, and gameplay attributes. When players create a character, the Gen-AI system produces unique variations based on predefined rules and developer-designed parameters. The AI functions solely as a content generation tool to enhance gameplay variety. It does not collect, store, or learn from personal player data.
Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience. Generative AI is used selectively within the development process in the following areas: - Refinement of marketing materials (written content, visual compositions) - Research and prototyping during R&D phases - Limited graphical asset generation (e.g., icons, non-core UI elements) - Localization support (translation and adaptation of text) No AI-generated content is directly shipped as part of the core gameplay experience.
This game uses generative AI for a limited amount of pre-made content created during development, including some achievement icons and certain voice lines we could not perform ourselves. No AI-generated content is created during gameplay, and the game does not connect to any external third-party AI services while you play.
Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style.
I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages.
AI-Assisted Localization
Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game.
AI was used to translate text.
BGM and some game icons will be generated by AI
Prop images,3D models,Background music (BGM)
Some art resources are generated by AI and then manually optimized and adjusted
The description of this game was formatted by the help of AI.
This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work.
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own.
The only use of AI in this game was to create the images of the athletes.
Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time. The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable. AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems. By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk.
AI was used to help localise the UI.
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials.
The following in-game localizations are created with the assistance of generative artificial intelligence: - Japanese - Korean
Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
Used only to create narrative images.
Using AI for individual sentence translation and image resources.
The robot is very very early draft to be replaced by our busy lead artist
The game’s store page, character voices, as well as some images and videos are AI-generated.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
All image resources in the game were created using AI.
Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team.
We use AI for localization for the store page.
Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player.
Some sprites have been created with the use of image generation models
Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content.
AI is used for localization.
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
Used AI to generate sprites for game objects
Music is AI generated.
Generative AI was used for localization.
nothing you see is AI generated. Modern coding tools were used in the development process. If you detect any slop, that's my code.
localization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ram Fights Store/marketing art | Some Steam cover arts were created using AI tools and edited by artists. | Doomers Entertainment | - | May 23, 2026 | |
Rabbits Hunt In-game content artaudio | Generative AI was used to create several pre-generated assets within the game, including:
- Environmental assets such as in-game posters.
- Character face textures.
- Voice-over audio for English and Chinese languages.
These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay. | Usagi Lab | - | May 23, 2026 | |
Kichi: Focus Together In-game content art | Some visual assets were generated with the assistance of AI tools, and OpenClaw has been integrated as the underlying logic framework for the NPC companion system. | Kichi Studio | - | May 23, 2026 | |
Slime Kingdom: Idle In-game content art | Ai was used to create concept art. | NuDal games | - | May 23, 2026 | |
Another Map Simulator Store/marketing art | AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons. | Overdramatic Games | - | May 23, 2026 | |
Colonus In-game content art | Some assets in Colonus were created with generative AI assistance and refined by hand. | Badhenke Studios | - | May 23, 2026 | |
BROKEN SOUL : Boss Rush In-game content art | BROKEN SOUL : Boss Rush is a solo-developed game, and generative AI tools were used during development to assist with the creation of some visual assets and promotional materials. However, the game’s ideas, combat design, and system logic were all personally conceived and implemented, and every piece of content that appears in the final game was also directly selected, edited, and reviewed before completion. This is not a game that was made easily, but rather one that was brought to completion by making full use of every available tool and resource. If the game receives greater support in the future, there are plans to further expand and improve various elements, including the art assets, to an even higher level of quality. The game does not include any functionality that generates content with generative AI in real time during gameplay. | DoubleJLabs | - | May 23, 2026 | |
混想局 In-game content arttext | AI is used to generate in-game characters, including their visual traits, background concepts, and gameplay attributes. When players create a character, the Gen-AI system produces unique variations based on predefined rules and developer-designed parameters.
The AI functions solely as a content generation tool to enhance gameplay variety. It does not collect, store, or learn from personal player data. | Own It Studio | - | May 23, 2026 | |
Divooka™ Explore In-game content arttext | Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience.
Generative AI is used selectively within the development process in the following areas:
- Refinement of marketing materials (written content, visual compositions)
- Research and prototyping during R&D phases
- Limited graphical asset generation (e.g., icons, non-core UI elements)
- Localization support (translation and adaptation of text)
No AI-generated content is directly shipped as part of the core gameplay experience. | Methodox Technologies, Inc. | - | May 23, 2026 | |
UwUzon In-game content artaudio | This game uses generative AI for a limited amount of pre-made content created during development, including some achievement icons and certain voice lines we could not perform ourselves. No AI-generated content is created during gameplay, and the game does not connect to any external third-party AI services while you play. | HotBoxed Studios | - | May 23, 2026 | |
Best Streamer In-game content art | Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style. | Tamga Games | - | May 23, 2026 | |
A Bad Morning for a Roman Cornetto In-game content artaudiotext | I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages. | Domus Ludus | - | May 23, 2026 | |
Direland In-game content text | AI-Assisted Localization | KAIJIUUUUU | - | May 23, 2026 | |
Quadrix In-game content artaudio | Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game. | VC Production | 12 | May 23, 2026 | |
Spot the Difference: Detective Neko In-game content text | AI was used to translate text. | Wolves | - | May 23, 2026 | |
Falling Up In-game content audioart | BGM and some game icons will be generated by AI | BGamers | - | May 23, 2026 | |
星穹幻想世界 In-game content artaudio | Prop images,3D models,Background music (BGM) | SHI ZHENG DUO | - | May 23, 2026 | |
挂机破坏神 IdleDiablo In-game content art | Some art resources are generated by AI and then manually optimized and adjusted | 棱镜工作室 | 90 | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Robust Island In-game content art | This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work. | Cornerstone Ministry | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
Exul: Beyond the Gate In-game content art | This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own. | Jaroslav Krninsky | - | May 23, 2026 | |
Sports Card Collector Simulator In-game content art | The only use of AI in this game was to create the images of the athletes. | ColeThePole | - | May 23, 2026 | |
Artificial: Proxy Bar Live AI text | Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time.
The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable.
AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems.
By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk. | HinaGames | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
Grass and Cash In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | VirginMage | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
GOLF+ In-game content audioart | GOLF+ uses AI-assisted tools in limited areas of development such as in-game voice-over audio and select 2D visual assets, such as battle medals. Additionally, AI tools are used to assist in the creation of some marketing materials. | GOLF+ | - | May 23, 2026 | |
Snect In-game content text | The following in-game localizations are created with the assistance of generative artificial intelligence:
- Japanese
- Korean | Jaxon Cyan | - | May 23, 2026 | |
Deckgammon In-game content art | Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists. | Mechanical Owl | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
MEGAPAIN In-game content art | Used only to create narrative images. | BARS interactive | - | May 23, 2026 | |
终末执棋者 In-game content textart | Using AI for individual sentence translation and image resources. | Sublime Studio | - | May 23, 2026 | |
miMIR Dev only art | The robot is very very early draft to be replaced by our busy lead artist | Grojibz | - | May 23, 2026 | |
DormantSeed In-game content audioart | The game’s store page, character voices, as well as some images and videos are AI-generated. | HuaiMingQwQ | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
Ordinary Defenders In-game content art | All image resources in the game were created using AI. | HondongStudio | - | May 23, 2026 | |
Monster Storm In-game content art | Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team. | Squirrel Works | - | May 23, 2026 | |
The Warden's Rite In-game content text | We use AI for localization for the store page. | Storyforge Games | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
Bring Me More! In-game content art | Some sprites have been created with the use of image generation models | Dancing Cucumber Studio | - | May 23, 2026 | |
Griffinblade Dev only | Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content. | Pathlight Studios | - | May 23, 2026 | |
NeNeKoNeKo In-game content text | AI is used for localization. | Gushio | 12 | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
Blowing Off Steam In-game content art | Used AI to generate sprites for game objects | Lombard Games | - | May 23, 2026 | |
Minute Mark In-game content audio | Music is AI generated. | Wenye Zhou | - | May 23, 2026 | |
Death Denied In-game content text | Generative AI was used for localization. | Maroš Berdis | - | May 23, 2026 | |
Primordio | nothing you see is AI generated.
Modern coding tools were used in the development process.
If you detect any slop, that's my code. | Philocypher | 12 | May 23, 2026 | |
異変駐車場 Unclear text | localization. | Marukereba Studio | - | May 23, 2026 |