Generative AI was used to assist in creating some Steam store promotional images.
- Creator
- RimaLogic
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,981 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.
Generative AI was used to assist in creating some Steam store promotional images.
Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic.
AI is used for translations
Some visual assets used in this game were generated with the assistance of AI tools.
some images, musics
AI assisted with artistic creation, for example the background and characters.
All assets in this game were created by me, except for the background music, which is currently generated with the help of AI. The music will also be fully composed by me before release, so please stay tuned!
AI was used in the creation of some in-game assets and store materials. AI was not used for music or sounds.
We used a Text-to-Speech tool to create a voiceover for the game's trailer.
Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience.
Some of the sprites have been created with generative AI.
Game logo, headers and game menu logo made with ai software
This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference. All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer. No AI-generated content is dynamically created during gameplay.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation. All content was reviewed and finalized by the developer. No generative AI is used during gameplay.
Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer.
Some of the UI elements and store assets like header
AI was used for coding and incomplete translations No AI-generated content was used for art
UI translations provided by an LLM.
The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas: 2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements. Coding: Assistance in writing and optimizing scripts within the Godot engine. All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game.
Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game.
Loading Screen Images
I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release.
The Library Capsule, Library Header, and Library Hero are partially AI generated. The anime styled art is AI with some human edits but the logo and in game art are not AI.
Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services.
Some AI generated images and textures
Artwork and music inspired with the use of AI.
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
Some of the visual assets and code of NonSense were AI Generated.
This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client.
The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality.
Some graphics assets, background music, and portions of the code were created with the assistance of AI-generation tools.
Some graphics (mainly background pictures) were created with help of AI.
Parts of the artwork was generated with the help of AI.
Generative AI has been used for translations into certain languages and as support for various aspects of the implementation. Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/
In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool. These assets are not used as-is; they undergo content verification and necessary adjustments before implementation.
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player.
AI Disclosure for "Lake Town Stories" We use generative AI to assist in the creation of the following game assets: Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools. Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools. All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision.
AI-Generated Content Some of the visual content in Oink & Collect was created with the assistance of AI tools. This includes individual card artwork, booster pack illustrations, and in-game graphical elements. All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game. No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay.
The accompanying background voice, as well as certain sound effects, background music, and atmospheric audio elements, were created using ElevenLabs (text-to-speech and audio generation). The AI is used exclusively for voice and sound synthesis. No other content (images, models, textures, story, or visual assets) was generated using AI. All other elements are either handcrafted or properly licensed. The developer confirms that the use of AI complies with Steam’s guidelines and does not infringe on any copyrights.
Generative AI is used to create imagery for paintings and notes that the player can interact with.
Images: Partially created with AI assistance, then manually redrawn and refined. Music: A combination of licensed asset packs and AI-assisted production. Text: Localized text translated with AI assistance and manually reviewed for accuracy.
In the development of this game, generative AI was utilized in the following areas: ・Visual Assets: Generative AI was used to assist in the creation and enhancement of select visual effects and materials. ・Sound & Music: Generative AI was used to generate select background music (BGM) and as a tool within the music production process. All AI-generated content within this game has been reviewed, edited, and refined by the developer to ensure quality and artistic consistency.
Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich.
In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music.
Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI.
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
AI-generated art objects
Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems.
Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
STILL BOUND Store/marketing art | Generative AI was used to assist in creating some Steam store promotional images. | RimaLogic | - | Mar 18, 2026 | |
Static Condition In-game content artaudiotext | Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic. | Static Game Labs | - | Mar 18, 2026 | |
Master of chaos In-game content text | AI is used for translations | Perfect Execution Games | - | Mar 18, 2026 | |
RD Racing In-game content art | Some visual assets used in this game were generated with the assistance of AI tools. | See The Sea Std | - | Mar 18, 2026 | |
paraDICE Unclear artaudio | some images, musics | JustGG | - | Mar 18, 2026 | |
The Winter Adventurer In-game content art | AI assisted with artistic creation, for example the background and characters. | Menace Gaming Studios | - | Mar 18, 2026 | |
Dr. Durge's Dental Clinic In-game content audio | All assets in this game were created by me, except for the background music, which is currently generated with the help of AI. The music will also be fully composed by me before release, so please stay tuned! | Soysauceeggrice Studio | - | Mar 18, 2026 | |
Loopician: A Music Making Game In-game content art | AI was used in the creation of some in-game assets and store materials. AI was not used for music or sounds. | Insparrot | - | Mar 18, 2026 | |
Jesus Take The Wheel In-game content audio | We used a Text-to-Speech tool to create a voiceover for the game's trailer. | Vertex Horizons | 16 | Mar 18, 2026 | |
Live Through Time Live AI text | Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience. | Live Through Time | - | Mar 18, 2026 | |
Zero Bugs Given In-game content art | Some of the sprites have been created with generative AI. | BrokenKnee | - | Mar 18, 2026 | |
Valkeala Climb Race Store/marketing art | Game logo, headers and game menu logo made with ai software | Valkeala Software | - | Mar 18, 2026 | |
Michi-Suji Puzzle: Michi Connect In-game content text | This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference.
All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer.
No AI-generated content is dynamically created during gameplay. | YuruPuz Studio | - | Mar 18, 2026 | |
Loong Reversi In-game content artcode | This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay. | Factory Digital Entertainment | - | Mar 18, 2026 | |
Spirit Dungeon In-game content arttext | Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer. | Nemora Games | 24 | Mar 18, 2026 | |
Black Box - Hacker Day One Store/marketing art | Some of the UI elements and store assets like header | elevenBytes | - | Mar 18, 2026 | |
Criterion In-game content text | AI was used for coding and incomplete translations
No AI-generated content was used for art | Nouille Studio | - | Mar 18, 2026 | |
Engine Of Chaos In-game content text | UI translations provided by an LLM. | Bitrot Games | - | Mar 18, 2026 | |
The Altar Boy Adventures In-game content artcode | The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas:
2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements.
Coding: Assistance in writing and optimizing scripts within the Godot engine.
All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game. | KsRybkaStudio | - | Mar 18, 2026 | |
Staged: Open House In-game content audio | Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game. | Leeding Apps | - | Mar 18, 2026 | |
Warstate In-game content art | Loading Screen Images | AngourGaming | - | Mar 18, 2026 | |
eethCross In-game content artaudio | I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release. | eeth | - | Mar 18, 2026 | |
Cliché Quest Store/marketing art | The Library Capsule, Library Header, and Library Hero are partially AI generated. The anime styled art is AI with some human edits but the logo and in game art are not AI. | Dane Reid | - | Mar 18, 2026 | |
Shards of Primora In-game content artaudio | Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services. | Vryapt | - | Mar 18, 2026 | |
Splatsplasm In-game content art | Some AI generated images and textures | PRPVFX Ltd. | - | Mar 18, 2026 | |
Solitaire Nights In-game content artaudio | Artwork and music inspired with the use of AI. | George Griffin | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
NonSense In-game content artcode | Some of the visual assets and code of NonSense were AI Generated. | Amorosa Entertainment | - | Mar 18, 2026 | |
Egg-flation In-game content artaudio | This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client. | LexicaWorks | - | Mar 18, 2026 | |
Persuasion Store/marketing codeart | The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality. | Dementia5 Games | - | Mar 18, 2026 | |
Limitless Survivors audiocode | Some graphics assets, background music, and portions of the code
were created with the assistance of AI-generation tools. | Tam Lab | 119 | Mar 18, 2026 | |
Filltopia In-game content art | Some graphics (mainly background pictures) were created with help of AI. | Innopede GmbH | - | Mar 18, 2026 | |
Roll for Echoes In-game content art | Parts of the artwork was generated with the help of AI. | Viron Games | - | Mar 18, 2026 | |
Loopbound In-game content text | Generative AI has been used for translations into certain languages and as support for various aspects of the implementation.
Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/ | Escheria | 33 | Mar 18, 2026 | |
STILL SPINNING In-game content art | In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool.
These assets are not used as-is; they undergo content verification and necessary adjustments before implementation. | sakanafurai | - | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Black Box: Infinite Arsenal Live AI code | This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player. | Meshy Game Studio | - | Mar 18, 2026 | |
Lake Town Stories In-game content artaudio | AI Disclosure for "Lake Town Stories"
We use generative AI to assist in the creation of the following game assets:
Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools.
Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools.
All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision. | Studio Digima | - | Mar 18, 2026 | |
Oink & Collect In-game content art | AI-Generated Content
Some of the visual content in Oink & Collect was created with the assistance of AI tools.
This includes individual card artwork, booster pack illustrations, and in-game graphical elements.
All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game.
No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay. | Kampfschwein90 | - | Mar 18, 2026 | |
Playback '94: Post Office In-game content audio | The accompanying background voice, as well as certain sound effects, background music, and atmospheric audio elements, were created using ElevenLabs (text-to-speech and audio generation). The AI is used exclusively for voice and sound synthesis.
No other content (images, models, textures, story, or visual assets) was generated using AI. All other elements are either handcrafted or properly licensed.
The developer confirms that the use of AI complies with Steam’s guidelines and does not infringe on any copyrights. | NULLMIND STUDIOS | - | Mar 18, 2026 | |
Hollowborn In-game content art | Generative AI is used to create imagery for paintings and notes that the player can interact with. | Blackguard | - | Mar 18, 2026 | |
Survivor's Log: N17 Shelter In-game content artaudiotext | Images: Partially created with AI assistance, then manually redrawn and refined.
Music: A combination of licensed asset packs and AI-assisted production.
Text: Localized text translated with AI assistance and manually reviewed for accuracy. | sam32 | - | Mar 18, 2026 | |
Only you In-game content artaudio | In the development of this game, generative AI was utilized in the following areas:
・Visual Assets: Generative AI was used to assist in the creation and enhancement of select visual effects and materials.
・Sound & Music: Generative AI was used to generate select background music (BGM) and as a tool within the music production process.
All AI-generated content within this game has been reviewed, edited, and refined by the developer to ensure quality and artistic consistency. | worthless_ink | - | Mar 18, 2026 | |
Sitarane's Legacy In-game content artaudiotextcode | Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich. | dreams | - | Mar 18, 2026 | |
The Entrance In-game content artaudio | In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music. | Shukurimu | - | Mar 18, 2026 | |
Bread Dog Vibe In-game content arttext | Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI. | machinetherapist | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 | |
We’re In Trouble In-game content art | AI-generated art objects | 11 Pet Studios | - | Mar 18, 2026 | |
Skybreaker: Rebuild Protocol Store/marketing art | Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems. | NirNova98 | 19 | Mar 18, 2026 | |
Just an Ordinary Bike Ride In-game content artaudiotext | Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements. | The Hemohscin Project | - | Mar 18, 2026 |