Some art assets were implemented using AI.
- Creator
- KumaPaw
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,995 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 art assets were implemented using AI.
Generative AI tools were used as part of the development process to assist with idea exploration, writing support, localization support, and the creation or refinement of some visual and marketing materials. All final content was reviewed, edited, and implemented by the developer.
Background image in main menu and couple of props.
The use of AI was necessary to adapt the game's texts to the time period in which the game relates the events.
During development, we used AI-assisted tools to support the localization of in-game text into multiple languages. All AI-generated translations were reviewed and edited by our team to ensure accuracy and consistency with the game's tone and characters. Additionally, some food and cooking-related props were initially generated with AI-assisted tools and then manually refined by our artists to match the game's visual style and quality standards.
There's a full document detailing everything here: https://docs.google.com/document/d/1WIOGXHzCXwShVBGKuAYDpamK03sfzuYztLCzEqkt-sQ/edit The short summary is that AI was used for a single graphical asset, some code, and some text strings that are largely unimportant for understanding the game.
Simplified Chinese versions was translated using AI.
Some marketting assets may be a.i assisted.
AI is used for the store page and game icon.
Generative AI Usage Disclosure This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process. Our Commitment: All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner.
Cursor was used to assist in developing the game code.
The visuals of this game were generated by artificial intelligence.
Code development is helped by AI.
This game does not use generative AI in real time. Any generative AI content is created only in advance, in accordance with Steam's guidelines. Programming Generative AI tools may be used to assist with code completion, refactoring, and review. All code is subject to final human review before use. Translations For languages other than Japanese, AI tools may be used for translation. Assets Some in-game graphics and promotional images may be created with generative AI tools. All such assets are reviewed and edited by a human, and none are used as-is.
Steam page images use content generated with AI
This application uses generative artificial intelligence tools to assist in the creation of certain visual assets, such as store artwork. All core functionality, structure, and content of the application were designed and implemented by the developer. No user data is processed or generated using AI within the application itself.
We used AI-powered tools to assist in creating achievement icons and decorative illustrations within the "Diary" system. These assets were manually refined and curated to match the game’s aesthetic.
As I'm the only one designing all aspects of the game and have no budget, I've only used AI to translate the text. If you encounter any problems or if anyone wants to help me with the translation, I'd be very grateful.
A few icons are AI-Generated.
AI was used for the localization of in-game text and the store page, and it may be improved later.
All pixel art in the game is designed, hand-drawn and animated by our artists. No generative AI is used in any step of this process. However, we use generative AI for promotional material. The concepts are first custom designed by our artists, and generative AI is used in an assistive role (e.g. sharpening, upscaling, etc.) to realize their artistic vision.
Generative AI may have been used in creating pre-rendered or live-generated content for this game. All such content is the result of a human-led artistic and creative process.
Part of the game effects, models, and images are AI generated content.
Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production. Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic. All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer. Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game. No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools.
The Early Access version of Plentiful uses AI-assisted machine translation for localization. No generative AI was used to create gameplay content, art, or audio.
Generative AI was used during development to assist in the creation of: Assets: Textures, Sound Effects, Music, and Voice. Development: Code and Narrative Text. All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow.
3D models & Textures
AI-Generated Content Disclosure The developer provides the following information regarding the use of AI-generated content in this game: Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools.
Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content.
Generative AI was used to create specific portions of the game's announcement trailer. No generative AI content is included in the actual game build or demo.”
Couple ingame icons.
Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game.
Non-English localizations of the game are created with the assistance of an AI translator.
Some graphics in this game were created using generative AI.
AI was used to create the Steam title image.
This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated.
AI is used very rarely, but extensively, both for the game's Steam page and for generating assets (models, textures, etc.)
I'm not an artist so most of the visuals were AI generated, but edited by me.
Generative AI was used to create or assist with UI elements, image assets, 3D model-related visual assets, and BGM.
Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT.
At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game.
This game uses AI tools to generate part of the game’s art assets, sound effects, and promotional materials. All AI-generated content has been manually adjusted and polished by the developer to ensure quality and compliance. The AI does not generate real-time interactive content or collect user data.
Voices were AI-generated, but can be disabled. Graphics were AI-generated, pixelated with a custom algorithm before they were manually finetuned. Code was improved by AI. Text was translated by AI.
The 'Battle' framework is a separate game mode, but uses references to the 'Collectible' framework and vice versa. The 'Battle' framework was created with AI assistance; the Collectible framework was not, though they work in tandem. Additionally, there are card arts which were created humans, and card arts which were created with AI, though edited manually by humans. You can toggle between them in settings.
All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise. We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage.
We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description.
Using AI for thumbnail and logo.
We used AI to create initial translations, which were then reviewed and refined by a human editor.
We utilized Generative AI as an assistive tool during our development process. Some 2D art assets in the game were built upon AI-generated base concepts, which were subsequently heavily repainted and modified by our human art team to perfectly match the game's unique visual style. Additionally, AI tools were used to assist with the initial localization and translation for non-Chinese languages.
AI is used partially for the capsule art of the game
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Celestial of Dolls In-game content art | Some art assets were implemented using AI. | KumaPaw | - | May 23, 2026 | |
Guardian of the Sanctuary In-game content textart | Generative AI tools were used as part of the development process to assist with idea exploration, writing support, localization support, and the creation or refinement of some visual and marketing materials. All final content was reviewed, edited, and implemented by the developer. | Valgebinna | - | May 23, 2026 | |
Holidays Survivors In-game content art | Background image in main menu and couple of props. | Nice Bonus Games | - | May 23, 2026 | |
Ancestral In-game content text | The use of AI was necessary to adapt the game's texts to the time period in which the game relates the events. | Studio Z | - | May 23, 2026 | |
Maid Cafe Simulator In-game content textart | During development, we used AI-assisted tools to support the localization of in-game text into multiple languages. All AI-generated translations were reviewed and edited by our team to ensure accuracy and consistency with the game's tone and characters. Additionally, some food and cooking-related props were initially generated with AI-assisted tools and then manually refined by our artists to match the game's visual style and quality standards. | Accelix | - | May 23, 2026 | |
Skeleseller In-game content arttext | There's a full document detailing everything here: https://docs.google.com/document/d/1WIOGXHzCXwShVBGKuAYDpamK03sfzuYztLCzEqkt-sQ/edit
The short summary is that AI was used for a single graphical asset, some code, and some text strings that are largely unimportant for understanding the game. | Xtonomous | 387 | May 23, 2026 | |
SIGILLVM: RESONANCE In-game content text | Simplified Chinese versions was translated using AI. | Levistok | - | May 23, 2026 | |
Big Bad Soccer Store/marketing art | Some marketting assets may be a.i assisted. | www.superstargames.co.uk | - | May 23, 2026 | |
Dark Ruins In-game content art | AI is used for the store page and game icon. | Ruinloom | - | May 23, 2026 | |
Lami: A Cup of Code and Coffee In-game content artaudiotextcode | Generative AI Usage Disclosure
This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process.
Our Commitment:
All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner. | Lemist Game Studio | - | May 23, 2026 | |
Wilder Bound - 荒野拼图 Dev only code | Cursor was used to assist in developing the game code. | Candy Slime Lab | - | May 23, 2026 | |
Ted In-game content art | The visuals of this game were generated by artificial intelligence. | Başar Melih Tümtürk | - | May 23, 2026 | |
Lost Friends Dev only code | Code development is helped by AI. | Nuk Studios | - | May 23, 2026 | |
Life of a Lonely Indie Game Developer In-game content artcodetext | This game does not use generative AI in real time.
Any generative AI content is created only in advance, in accordance with Steam's guidelines.
Programming
Generative AI tools may be used to assist with code completion, refactoring, and review. All code is subject to final human review before use.
Translations
For languages other than Japanese, AI tools may be used for translation.
Assets
Some in-game graphics and promotional images may be created with generative AI tools. All such assets are reviewed and edited by a human, and none are used as-is. | kan.kikuchi | - | May 23, 2026 | |
Untitled Project Store/marketing art | Steam page images use content generated with AI | Gleb Lebedev | - | May 23, 2026 | |
My CV Store/marketing art | This application uses generative artificial intelligence tools to assist in the creation of certain visual assets, such as store artwork.
All core functionality, structure, and content of the application were designed and implemented by the developer.
No user data is processed or generated using AI within the application itself. | Stritart | - | May 23, 2026 | |
wordban In-game content art | We used AI-powered tools to assist in creating achievement icons and decorative illustrations within the "Diary" system. These assets were manually refined and curated to match the game’s aesthetic. | Beibi Technology Co., Ltd. | - | May 23, 2026 | |
Augmented Fear In-game content text | As I'm the only one designing all aspects of the game and have no budget, I've only used AI to translate the text. If you encounter any problems or if anyone wants to help me with the translation, I'd be very grateful. | OneFurInTheBox | - | May 23, 2026 | |
Man in the Mocha In-game content art | A few icons are AI-Generated. | Rafinha | - | May 23, 2026 | |
Guardians Of Restoration In-game content text | AI was used for the localization of in-game text and the store page, and it may be improved later. | Creative Gorae | 14 | May 23, 2026 | |
Egg Summoner Store/marketing art | All pixel art in the game is designed, hand-drawn and animated by our artists. No generative AI is used in any step of this process.
However, we use generative AI for promotional material. The concepts are first custom designed by our artists, and generative AI is used in an assistive role (e.g. sharpening, upscaling, etc.) to realize their artistic vision. | Starscape | - | May 23, 2026 | |
F1® 25 In-game content art | Generative AI may have been used in creating pre-rendered or live-generated content for this game. All such content is the result of a human-led artistic and creative process. | Codemasters | 10k | May 23, 2026 | |
Idolverse In-game content art | Part of the game effects, models, and images are AI generated content. | 苏州次源科技服务有限公司 | - | May 23, 2026 | |
Dice Tech Dominion - Enter the Shadow Circuit In-game content artcode | Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production.
Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic.
All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer.
Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game.
No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools. | AUTeddy | - | May 23, 2026 | |
Plentiful In-game content text | The Early Access version of Plentiful uses AI-assisted machine translation for localization. No generative AI was used to create gameplay content, art, or audio. | GabberGames | 53 | May 23, 2026 | |
Black Submarine In-game content artaudiotextcode | Generative AI was used during development to assist in the creation of:
Assets: Textures, Sound Effects, Music, and Voice.
Development: Code and Narrative Text.
All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow. | fShark Games | - | May 23, 2026 | |
NO FURTHER ACTIONS Unclear art | 3D models & Textures | OFF COURSE | - | May 23, 2026 | |
神殺しの蒼銀 In-game content art | AI-Generated Content Disclosure
The developer provides the following information regarding the use of AI-generated content in this game:
Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools. | Sword_Guild | 28 | May 23, 2026 | |
Lacrosse 26 In-game content art | Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content. | Crosse Studios | 13 | May 23, 2026 | |
Paul Bunyan Back to Bangor Store/marketing art | Generative AI was used to create specific portions of the game's announcement trailer. No generative AI content is included in the actual game build or demo.” | Panda Drop Games | - | May 23, 2026 | |
The Depths of Despair In-game content art | Couple ingame icons. | herbeni | - | May 23, 2026 | |
The Origin Theory - Episode One In-game content audio | Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game. | Juhana Karhu | - | May 23, 2026 | |
Stay Home It Rains Outside In-game content text | Non-English localizations of the game are created with the assistance of an AI translator. | foolkien | - | May 23, 2026 | |
Cat Climbing In-game content art | Some graphics in this game were created using generative AI. | gamehell.net | - | May 23, 2026 | |
Geriatric Tactics Store/marketing art | AI was used to create the Steam title image. | Alexandre Kharlamov | - | May 23, 2026 | |
诛心手术 In-game content textart | This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated. | AutomaticGrasshopper | - | May 23, 2026 | |
Arcanatica In-game content art | AI is used very rarely, but extensively, both for the game's Steam page and for generating assets (models, textures, etc.) | SUDT Games | - | May 23, 2026 | |
The Last Spin In-game content art | I'm not an artist so most of the visuals were AI generated, but edited by me. | Pack | - | May 23, 2026 | |
幻想郷大激突 : Touhou Impact In-game content artaudio | Generative AI was used to create or assist with UI elements, image assets, 3D model-related visual assets, and BGM. | Ppollong | - | May 23, 2026 | |
Alchemy Mastery In-game content arttext | Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT. | Jakub Chmiel | - | May 23, 2026 | |
Banana In-game content codetextart | At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game. | Sky | 21.5k | May 23, 2026 | |
Blackwater Town In-game content artaudio | This game uses AI tools to generate part of the game’s art assets, sound effects, and promotional materials. All AI-generated content has been manually adjusted and polished by the developer to ensure quality and compliance. The AI does not generate real-time interactive content or collect user data. | 小黑与鹿鹿 | - | May 23, 2026 | |
Inseco In-game content audioarttext | Voices were AI-generated, but can be disabled.
Graphics were AI-generated, pixelated with a custom algorithm before they were manually finetuned.
Code was improved by AI. Text was translated by AI. | Old Men Games | - | May 23, 2026 | |
Card Miner In-game content art | The 'Battle' framework is a separate game mode, but uses references to the 'Collectible' framework and vice versa. The 'Battle' framework was created with AI assistance; the Collectible framework was not, though they work in tandem. Additionally, there are card arts which were created humans, and card arts which were created with AI, though edited manually by humans. You can toggle between them in settings. | C. Uriah | - | May 23, 2026 | |
Global Rescue In-game content audio | All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise.
We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage. | PeDePe GbR | 1.8k | May 23, 2026 | |
边境山脉 In-game content art | We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description. | 独角仙工作室 | - | May 23, 2026 | |
TAKE A LOOK Store/marketing art | Using AI for thumbnail and logo. | AGENCY GAMES | - | May 23, 2026 | |
ワロタ、俺の家のとなり魔王城www In-game content text | We used AI to create initial translations, which were then reviewed and refined by a human editor. | One or Eight | - | May 23, 2026 | |
宝石勇者 In-game content arttext | We utilized Generative AI as an assistive tool during our development process. Some 2D art assets in the game were built upon AI-generated base concepts, which were subsequently heavily repainted and modified by our human art team to perfectly match the game's unique visual style. Additionally, AI tools were used to assist with the initial localization and translation for non-Chinese languages. | Blingame | - | May 23, 2026 | |
Univoyager Store/marketing art | AI is used partially for the capsule art of the game | Damiano Vitulli | - | May 23, 2026 |