Store page's Trailer, in game Icons, opening game splash screen, Menu screen image, the Library and Capsule images
- Creator
- RexBits
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
Store page's Trailer, in game Icons, opening game splash screen, Menu screen image, the Library and Capsule images
In game character art has been generated by AI but has been altered manually to best suit the style of the game.
GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves.
Some of the images are generated using AI
Music in the game is created using AI-generated samples. I also used AI-based tool to assist me with final touch of some environment backgrounds. Specifically as a filter tool to make the lines more shaky.
This game uses AI to generate images for the game play and marketing.
The game uses a couple AI art pieces as splash art and main menu background.
Artificial intelligence has been used in store materials due to financial difficulties.
AI image generation is used for some items and background images.
- Some puzzle pictures may use AI art generation - Capsules images and Library assets AI generated
No AI is used in the game. Only used in illustrations outside of the game.
The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game.
menu page background, and other static non-gameplay GUI oriented page graphics
# AI Usage in Our Game In our game, we have utilized generative artificial intelligence (AI) technology to enhance certain aspects of the visual experience. Specifically, we have employed AI-powered tools to assist in the creation of some background images and textures. Key points about our AI usage: 1. **Pre-rendered Content**: The AI-generated elements are pre-rendered during the development process. This means that the images you see in the game are not being created in real-time as you play. 2. **Limited Scope**: AI has been used primarily for non-essential background elements and textures. All main characters, story-critical environments, and core gameplay elements are hand-crafted by our artists. 3. **Human Oversight**: While AI tools have been used to generate initial ideas or base images, our art team carefully reviews, edits, and refines all AI-assisted content to ensure it meets our quality standards and fits seamlessly into the game's aesthetic. 4. **No Live Generation**: Our game does not use AI to generate any content during gameplay. All AI-assisted elements are fixed and do not change dynamically. 5. **Copyright Compliance**: We have taken great care to ensure that all AI-generated content is original and does not infringe on existing copyrights. Our use of AI tools is in compliance with their terms of service and licensing agreements. We believe that the thoughtful use of AI in our development process has allowed us to create richer, more detailed environments for players to explore, while maintaining the artistic integrity and vision of our game. As always, we welcome player feedback and are committed to providing a high-quality gaming experience.
Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths. The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity. Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy.
We used the neural network for some images
I've used AI to generate landscapes used in the "battle" cards within the game, that were then touched up by hand. The rest of the art in the game is licensed from artists.
This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time.
Menu background is generated by AI
Part of the NPC dialogue is generated by AI
This game uses AI technology to create some art assets.
AI chat
The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist. The specific art and style shown so far is subject to change based on the general player feedback.
I used AI to obtain widescreen support for the stage 1 background image (originally only supporting 4:3)
Generative AI was only used to create image references during the creation of promotionnal artworks : The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T. The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters. The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
"Uncanny Valley: Machine" uses images and music generated by neural networks. Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted. When creating the images, no names of any authors or companies were indicated. Most of the images were edited using photo editors. The following types of images were generated by II: Characters; Backgrounds; Interior objects. All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes.
The illustrations for the game were created in Stable Diffusion using the RealcartoonAnime model https://civitai.com/models/96629/realcartoon-anime
Discover 16 unique puzzle images crafted by AI in the game. And explore AI-generated banners and capsules on the game page.
players can chat with in-game characters about the world, the characters and quests they are on.
Music generate AI for Game title BGM.
Cover and banners in the store page.
Due to limited development costs, in this game, we use AI to generate the map background and 2D buildings on the large map when building the map. We will replace all hand drawn materials within the official version in one year.
AI was used for the creation of the fake artwork that you will have to detect during the game, as well as for the visual elements of the game.
All the store image (without screenshot) and library image are generated.by generative AI.
Background images, character images, and icons use AI-generated images as pixel art drafts or materials.
A few images have been made with AI for marketing / store images as we plan to have our artist finalize the final images that we will then upload before Early Access is over.
The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes. In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website.
During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping. Our goal is to replace all placeholder material with original art as development progresses.
AI tools were utilized during development to assist in creating various art and audio assets, including concept art, icons, textures, and temporary content. These tools helped speed up production and explore creative options, but all final assets were selected, refined, and implemented by the developer.
AI-Generated Artwork in A Tiny Space Adventure In A Tiny Space Adventure, we have used AI technology to create the majority of the visual elements, including backgrounds, characters, and in-game scenes. This approach allows us to bring a unique and imaginative visual style to the game, enhancing the storytelling and creating an engaging atmosphere for players. All interface elements like buttons, indicators, and HUD elements were created manually to ensure smooth gameplay and user experience. We are committed to delivering a high-quality experience, and the use of AI art has allowed us to explore creative possibilities while maintaining the charm and fun of the game.
Store, library and splash art when launching the game may be generated by AI. No AI generated content is in the game itself.
The BGM used in the game is generated using AI.
A couple of background images throughout the game.
Art is AI generated
AI was used to generate images used in trailer. Images were generated by https://www.craiyon.com
游戏的部分美术由AI完成
In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist.
I've used a bit of Generative AI magic and sprinkled in some unique visuals, adding a touch of style to the game.
Some of the background art in this game was initially generated using AI, then extensively modified and improved by our human artist to fit the style and vision of the game. The characters, inventory, interface, and other art assets were created directly by human artists without AI.
AI-generated art was used in the creation process for some of the backgrounds, icons, sprites, and characters.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
I'm lost in space In-game content art | Store page's Trailer, in game Icons, opening game splash screen, Menu screen image, the Library and Capsule images | RexBits | - | Mar 18, 2026 | |
Eagles of World War 2 In-game content art | In game character art has been generated by AI but has been altered manually to best suit the style of the game. | Paul Connor | 15 | Mar 18, 2026 | |
Hysteria in Howlsbend Live AI text | GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves. | Jingyu Z. | - | Mar 18, 2026 | |
断决留存 Unclear art | Some of the images are generated using AI | 铅皬学者 | - | Mar 18, 2026 | |
Square of Joy In-game content audioart | Music in the game is created using AI-generated samples.
I also used AI-based tool to assist me with final touch of some environment backgrounds. Specifically as a filter tool to make the lines more shaky. | Demibug | - | Mar 18, 2026 | |
The Crack (壳中之物) In-game content art | This game uses AI to generate images for the game play and marketing. | Riyuekong Studio | 21 | Mar 18, 2026 | |
Arcane Chaos In-game content art | The game uses a couple AI art pieces as splash art and main menu background. | Akimori Atom | - | Mar 18, 2026 | |
Battle Street Store/marketing art | Artificial intelligence has been used in store materials due to financial difficulties. | X Game Studio | - | Mar 18, 2026 | |
Arcane Array Arena In-game content art | AI image generation is used for some items and background images. | steikum | - | Mar 18, 2026 | |
Welcome to Ukraine In-game content art | - Some puzzle pictures may use AI art generation
- Capsules images and Library assets AI generated | Graphium Studio | 26 | Mar 18, 2026 | |
Rogue Gladius Survivors Store/marketing art | No AI is used in the game. Only used in illustrations outside of the game. | SE Mobile and Online Co.,Ltd. | - | Mar 18, 2026 | |
Cyber workshop In-game content art | The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game. | Maksim Baulin LLC | - | Mar 18, 2026 | |
Montezuma's Revenge - Director's Cut In-game content art | menu page background, and other static non-gameplay GUI oriented page graphics | Normal Distribution LLC | - | Mar 18, 2026 | |
MOE MOE DAIUNDOUKAI In-game content art | # AI Usage in Our Game
In our game, we have utilized generative artificial intelligence (AI) technology to enhance certain aspects of the visual experience. Specifically, we have employed AI-powered tools to assist in the creation of some background images and textures.
Key points about our AI usage:
1. **Pre-rendered Content**: The AI-generated elements are pre-rendered during the development process. This means that the images you see in the game are not being created in real-time as you play.
2. **Limited Scope**: AI has been used primarily for non-essential background elements and textures. All main characters, story-critical environments, and core gameplay elements are hand-crafted by our artists.
3. **Human Oversight**: While AI tools have been used to generate initial ideas or base images, our art team carefully reviews, edits, and refines all AI-assisted content to ensure it meets our quality standards and fits seamlessly into the game's aesthetic.
4. **No Live Generation**: Our game does not use AI to generate any content during gameplay. All AI-assisted elements are fixed and do not change dynamically.
5. **Copyright Compliance**: We have taken great care to ensure that all AI-generated content is original and does not infringe on existing copyrights. Our use of AI tools is in compliance with their terms of service and licensing agreements.
We believe that the thoughtful use of AI in our development process has allowed us to create richer, more detailed environments for players to explore, while maintaining the artistic integrity and vision of our game. As always, we welcome player feedback and are committed to providing a high-quality gaming experience. | RubberDucky | - | Mar 18, 2026 | |
Scavenger T.O.M Live AI art | Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths.
The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity.
Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy. | ReLU Games, Inc. | - | Mar 18, 2026 | |
Blacklist Mafia Unclear art | We used the neural network for some images | VICTORIA Games | 62 | Mar 18, 2026 | |
Deus Proxy In-game content art | I've used AI to generate landscapes used in the "battle" cards within the game, that were then touched up by hand. The rest of the art in the game is licensed from artists. | Jeremy Tucker | - | Mar 18, 2026 | |
AI Roguelite 2D Live AI textartaudio | This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time. | Max Loh | 26 | Mar 18, 2026 | |
Lowrider Hopping In-game content art | Menu background is generated by AI | I_T | - | Mar 18, 2026 | |
Cosmos Milk Tea Live AI text | Part of the NPC dialogue is generated by AI | Emma Yang | - | Mar 18, 2026 | |
Illegal Football In-game content art | This game uses AI technology to create some art assets. | CyberJack | - | Mar 18, 2026 | |
I Ching Unclear | AI chat | 三页先生 | - | Mar 18, 2026 | |
Walks Of Life Live AI arttext | The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist.
The specific art and style shown so far is subject to change based on the general player feedback. | SunkCost | - | Mar 18, 2026 | |
泠漪的幻想异闻 In-game content art | I used AI to obtain widescreen support for the stage 1 background image (originally only supporting 4:3) | 泠漪 | 18 | Mar 18, 2026 | |
Trust The Backrooms Store/marketing art | Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing. | GobGames Studio | - | Mar 18, 2026 | |
Uncanny Valley: Machine In-game content artaudio | "Uncanny Valley: Machine" uses images and music generated by neural networks.
Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted.
When creating the images, no names of any authors or companies were indicated.
Most of the images were edited using photo editors.
The following types of images were generated by II:
Characters;
Backgrounds;
Interior objects.
All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes. | Outcast Developers | 15 | Mar 18, 2026 | |
Быки и коровы: Дикий Запад In-game content art | The illustrations for the game were created in Stable Diffusion using the RealcartoonAnime model
https://civitai.com/models/96629/realcartoon-anime | Total | 27 | Mar 18, 2026 | |
Van Gogh's Masterpiece Jigsaw Puzzles Live AI art | Discover 16 unique puzzle images crafted by AI in the game. And explore AI-generated banners and capsules on the game page. | Boogygames Studios | - | Mar 18, 2026 | |
Solse AI-Quest Live AI text | players can chat with in-game characters about the world, the characters and quests they are on. | SyKeep AI | - | Mar 18, 2026 | |
Yume Kakigori In-game content audio | Music generate AI for Game title BGM. | YumeKakigori Team | 15 | Mar 18, 2026 | |
Deadly Parkour Store/marketing art | Cover and banners in the store page. | Onduck Games | - | Mar 18, 2026 | |
修真九要 In-game content art | Due to limited development costs, in this game, we use AI to generate the map background and 2D buildings on the large map when building the map. We will replace all hand drawn materials within the official version in one year. | 剑仙工作室 | - | Mar 18, 2026 | |
Who made this art? Human or AI In-game content art | AI was used for the creation of the fake artwork that you will have to detect during the game, as well as for the visual elements of the game. | Regu Games | - | Mar 18, 2026 | |
FrontEngine art | All the store image (without screenshot) and library image are generated.by generative AI. | JeffreyChen | - | Mar 18, 2026 | |
GEARS STORY In-game content art | Background images, character images, and icons use AI-generated images as pixel art drafts or materials. | KITTYPOOL | 12 | Mar 18, 2026 | |
Pirate's Peril Store/marketing art | A few images have been made with AI for marketing / store images as we plan to have our artist finalize the final images that we will then upload before Early Access is over. | Consumed Media | - | Mar 18, 2026 | |
Stock:Retail investors In-game content audioart | The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes.
In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website. | JK.L | 20 | Mar 18, 2026 | |
Astro Felix In-game content art | During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping.
Our goal is to replace all placeholder material with original art as development progresses. | SanForge Studio | - | Mar 18, 2026 | |
Narik Chess In-game content artaudio | AI tools were utilized during development to assist in creating various art and audio assets, including concept art, icons, textures, and temporary content. These tools helped speed up production and explore creative options, but all final assets were selected, refined, and implemented by the developer. | Narik Gaming LLC | - | Mar 18, 2026 | |
A Tiny Space Adventure In-game content art | AI-Generated Artwork in A Tiny Space Adventure
In A Tiny Space Adventure, we have used AI technology to create the majority of the visual elements, including backgrounds, characters, and in-game scenes. This approach allows us to bring a unique and imaginative visual style to the game, enhancing the storytelling and creating an engaging atmosphere for players.
All interface elements like buttons, indicators, and HUD elements were created manually to ensure smooth gameplay and user experience.
We are committed to delivering a high-quality experience, and the use of AI art has allowed us to explore creative possibilities while maintaining the charm and fun of the game. | Erhan Yıldırım | - | Mar 18, 2026 | |
Battler Store/marketing art | Store, library and splash art when launching the game may be generated by AI. No AI generated content is in the game itself. | Super4Games | - | Mar 18, 2026 | |
IceFitter In-game content audio | The BGM used in the game is generated using AI. | Ponzu Cafe | - | Mar 18, 2026 | |
EcoGenesis In-game content art | A couple of background images throughout the game. | Exit 1 Studios | - | Mar 18, 2026 | |
Battle Babes In-game content art | Art is AI generated | Recoil Mojo | 18 | Mar 18, 2026 | |
Gugong In-game content art | AI was used to generate images used in trailer. Images were generated by https://www.craiyon.com | ycyclop games | - | Mar 18, 2026 | |
乾坤盘 In-game content art | 游戏的部分美术由AI完成 | 华亭鹤唳 | - | Mar 18, 2026 | |
Cursed Diamonds In-game content arttext | In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist. | Lioncode Games | - | Mar 18, 2026 | |
FourKnightVariant Unclear art | I've used a bit of Generative AI magic and sprinkled in some unique visuals, adding a touch of style to the game. | WhimSoul Games | - | Mar 18, 2026 | |
White Cat Town Mystery In-game content art | Some of the background art in this game was initially generated using AI, then extensively modified and improved by our human artist to fit the style and vision of the game. The characters, inventory, interface, and other art assets were created directly by human artists without AI. | Cozy Creative Games | - | Mar 18, 2026 | |
Warlondor In-game content art | AI-generated art was used in the creation process for some of the backgrounds, icons, sprites, and characters. | TT23 Entertainment | - | Mar 18, 2026 |