Used AI to assist with coding and used to assist editing store page assets/imagery.
- Creator
- Zachary Kaiser
- Reviews
- 13
- Added
- Mar 18, 2026
Public Steam disclosure research 25,998 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.
Used AI to assist with coding and used to assist editing store page assets/imagery.
I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style
Game uses AI for assets such as characters, music, and sound bytes.
AI tools were used during the early concept phase of some character designs. All AI-generated elements were manually refined, edited, and integrated by the developer to fit the game’s artistic style and vision. No gameplay systems, mechanics, code, or narrative content were generated by AI.
Some store page images and trailer visuals were generated with AI assistance and then edited manually.
AI tools were used to assist with drafting and translating the Steam store page text.
AI- generated images
Artificial intelligence tools were used during development to assist in the creation of certain 3D models. All generated assets were reviewed, modified, and integrated into the game by the developer.
A small selection (approx. 15-20%) of the environmental wallpapers were AI-assisted to provide visual variety, while the majority of the 30+ artworks and the core 'Dojo' aesthetic are custom-designed. AI was also used to help master and refine the lofi soundtrack and assist with initial marketing drafts.
"Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania."
This game has AI generated Images for Store Page Library and In game Movies Characters are AI Generated, thank you for your support
Generative AI tools were used during the development of this game. No generative AI systems are used during gameplay.
Background images, and Main Header and artwork -not characters in the game
I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA. Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds. Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous. Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms). Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's. All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could.
The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes.
Some of the image materials in this game are generated using AI, and the code is debugged with AI assistance. There is no real-time AI content and no infringement behavior.
This game uses generative artificial intelligence as a support tool during development. The technology is used to assist in creating and refining ideas, narrative texts, descriptions, and initial design concepts. All generated content undergoes curation, review, and manual adjustments by the development team to ensure quality, consistency, and alignment with the game's universe. No AI systems are used to interact directly with players in real-time or to collect personal data.
Some image assets are AI generated. This includes the game's logo and icon.
AI generated capsule art (for now), but manually adjusted.
Music used in the game is generated by AI. Writing code of the game was supported by AI.
In this game, only certain sound effects were generated using artificial intelligence in order to speed up the development process.
Some graphical assets and sounds were created using generative AI tools during development. These were manually refined to ensure quality and unique identity.
This game uses AI-generated voice performances for certain in-game recordings. All narrative design, gameplay systems, and environmental content were created and implemented by the developer.
The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI.
This game uses Generative AI in two ways: 1. During Development (Pre-development): Approximately 75% of the game's code was written using AI (Godot GDScript), with the remaining 25% hand-written. Additionally, all of the game's soundtrack and some pixel art backgrounds (only the trees and red crystals) were created using AI. The rest of the artwork was entirely hand-drawn. 2.During Gameplay (Live-generated): The game features a "Card Fusion" mechanic that uses a local AI model (Stable Diffusion) running on the player's hardware to dynamically generate new card illustrations. A strict keyword filtering system is in place to prevent the generation of NSFW or inappropriate content.
Generative AI was used for logos, marketing materials, and achievement icons.
Some of the game's visuals and sound effects were created using artificial intelligence.
Used to HI REZ older images - ICON design corrections
AI tools are used to localize the game and related content into all supported languages other than English.
Generated sounds, images, end theme, and subtitle translations.
AI tools were used to generate some of the game's marketing art
Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer.
Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay and does not use generative AI systems at runtime. Original assets such as UI elements and pixel characters were created directly by the developer.
Some in game art was AI generated.
We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically: Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy). Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts. Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers.
Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content.
Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us.
AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer.
Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue. Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce.
Some in-game visual assets, including background images and thematic artwork, were created using generative AI tools and are included as part of the game’s environment and UI customization themes. All AI-generated content was reviewed and edited prior to inclusion.
This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds).
I used AI for assistance.
Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime.
Some 2D textures
The images were generated using artificial intelligence.
Some visual assets used in the game, such as posters and certain 3D models, were created or assisted using generative AI tools. All AI-assisted content is static, pre-generated, and no AI is used to generate live gameplay, player decisions, or dynamic content at runtime.
Generative AI is used for placeholder graphics in development of the game
AI is used to assist in development across all departments. Our team is small, but dedicated and fiercely dedicated to providing the best games possible, using whatever tools are available.
We use generative AI tools to enhance the visual quality of our in-game cutscenes and to create some of the marketing assets featured on our Steam store page. All AI-generated content has been carefully curated and edited by our development team to ensure it meets our creative standards and respects all legal requirements.
Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wardens of Wen Store/marketing codeart | Used AI to assist with coding and used to assist editing store page assets/imagery. | Zachary Kaiser | 13 | Mar 18, 2026 | |
Save New York 2030 In-game content art | I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style | Black Belt Logic LLC | - | Mar 18, 2026 | |
Chug Master Chuck In-game content artaudio | Game uses AI for assets such as characters, music, and sound bytes. | Coil Entertainment | - | Mar 18, 2026 | |
Sushi Day In-game content art | AI tools were used during the early concept phase of some character designs.
All AI-generated elements were manually refined, edited, and integrated by the developer to fit the game’s artistic style and vision.
No gameplay systems, mechanics, code, or narrative content were generated by AI. | Luciforge | - | Mar 18, 2026 | |
Echo Loop Store/marketing art | Some store page images and trailer visuals were generated with AI assistance and then edited manually. | Viacheslav | - | Mar 18, 2026 | |
Chomp Garden Store/marketing text | AI tools were used to assist with drafting and translating the Steam store page text. | PawPaw Games | - | Mar 18, 2026 | |
Noir Mafia Simulator: 1960s American Crime Unclear art | AI- generated images | Meraki Tech | - | Mar 18, 2026 | |
OBOSRACA In-game content art | Artificial intelligence tools were used during development to assist in the creation of certain 3D models. All generated assets were reviewed, modified, and integrated into the game by the developer. | Kirill Production Studios | - | Mar 18, 2026 | |
ZenType In-game content artaudio | A small selection (approx. 15-20%) of the environmental wallpapers were AI-assisted to provide visual variety, while the majority of the 30+ artworks and the core 'Dojo' aesthetic are custom-designed. AI was also used to help master and refine the lofi soundtrack and assist with initial marketing drafts. | IRFAN S | - | Mar 18, 2026 | |
Rampage Kage In-game content art | "Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania." | Ofir Aroya | - | Mar 18, 2026 | |
Galaxy Invaders - Eclipse Squadron In-game content art | This game has AI generated Images for Store Page Library
and In game Movies Characters are AI Generated, thank you for your support | PlayCube Interactive | - | Mar 18, 2026 | |
Grind & Grind Company Dev only | Generative AI tools were used during the development of this game. No generative AI systems are used during gameplay. | nontick Inc. | - | Mar 18, 2026 | |
Humans Vs Orcs art | Background images, and Main Header and artwork -not characters in the game | ShakyHand | - | Mar 18, 2026 | |
Godisnje In-game content artcodetextaudio | I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA.
Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds.
Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous.
Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms).
Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's.
All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could. | New Zadar Studios LLC | - | Mar 18, 2026 | |
Mai's Hunger In-game content audiotext | The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes. | Game Opus | - | Mar 18, 2026 | |
推推矿工 Push & Crush In-game content artcode | Some of the image materials in this game are generated using AI, and the code is debugged with AI assistance. There is no real-time AI content and no infringement behavior. | IX Studio | - | Mar 18, 2026 | |
Hengor 2 Dev only text | This game uses generative artificial intelligence as a support tool during development. The technology is used to assist in creating and refining ideas, narrative texts, descriptions, and initial design concepts. All generated content undergoes curation, review, and manual adjustments by the development team to ensure quality, consistency, and alignment with the game's universe. No AI systems are used to interact directly with players in real-time or to collect personal data. | Aily Torezani | - | Mar 18, 2026 | |
Keyboard Rush In-game content art | Some image assets are AI generated. This includes the game's logo and icon. | Lost Reality Games | - | Mar 18, 2026 | |
Project manager SIM Store/marketing art | AI generated capsule art (for now), but manually adjusted. | Escapismogames | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
A MAZE IN UNDERGROUND In-game content audio | In this game, only certain sound effects were generated using artificial intelligence in order to speed up the development process. | Tomea Entertainment | - | Mar 18, 2026 | |
Click and Stack In-game content artaudio | Some graphical assets and sounds were created using generative AI tools during development. These were manually refined to ensure quality and unique identity. | SakrSoft | - | Mar 18, 2026 | |
The Beckoning In-game content audio | This game uses AI-generated voice performances for certain in-game recordings. All narrative design, gameplay systems, and environmental content were created and implemented by the developer. | SquawkA Games | - | Mar 18, 2026 | |
Crazy Fruit Shooter In-game content arttext | The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI. | YogurtGames | 13 | Mar 18, 2026 | |
Somnivium Live AI codeaudioart | This game uses Generative AI in two ways:
1. During Development (Pre-development): Approximately 75% of the game's code was written using AI (Godot GDScript), with the remaining 25% hand-written. Additionally, all of the game's soundtrack and some pixel art backgrounds (only the trees and red crystals) were created using AI. The rest of the artwork was entirely hand-drawn.
2.During Gameplay (Live-generated): The game features a "Card Fusion" mechanic that uses a local AI model (Stable Diffusion) running on the player's hardware to dynamically generate new card illustrations. A strict keyword filtering system is in place to prevent the generation of NSFW or inappropriate content. | Freeman | - | Mar 18, 2026 | |
Idle Hacking: An Inaction RPG In-game content art | Generative AI was used for logos, marketing materials, and achievement icons. | GigaForge Games | 237 | Mar 18, 2026 | |
Tides of Trade: Eastern Horizons In-game content artaudio | Some of the game's visuals and sound effects were created using artificial intelligence. | alpha | - | Mar 18, 2026 | |
Thor - God of Thunder In-game content art | Used to HI REZ older images - ICON design corrections | Outlaw Games | - | Mar 18, 2026 | |
Bunker 1024 In-game content text | AI tools are used to localize the game and related content into all supported languages other than English. | Systemic Silence | - | Mar 18, 2026 | |
Caution Ahead: Part 3 In-game content audioarttext | Generated sounds, images, end theme, and subtitle translations. | Ionic Relay | - | Mar 18, 2026 | |
Angler's Lake Store/marketing art | AI tools were used to generate some of the game's marketing art | Great Oak Games | - | Mar 18, 2026 | |
Empire of Zombies In-game content art | Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer. | Tomasz Letki | - | Mar 18, 2026 | |
Luna Hollow - Dream Eater Defense In-game content audioartcode | Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance.
All AI-assisted content was reviewed, edited, and integrated into the game by the developer.
The game does not generate AI content during gameplay and does not use generative AI systems at runtime.
Original assets such as UI elements and pixel characters were created directly by the developer. | CHARON | 29 | Mar 18, 2026 | |
Galdromeda In-game content art | Some in game art was AI generated. | rediskdev | - | Mar 18, 2026 | |
Dino Age: Survive the Era's In-game content arttext | We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically:
Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy).
Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts.
Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers. | Dino Age Studios | - | Mar 18, 2026 | |
Gerze The Deep In-game content artaudio | Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content. | Ceus Games | - | Mar 18, 2026 | |
Slots and Dungeons In-game content art | Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us. | SuperCrew Games | 12 | Mar 18, 2026 | |
Slimeblade In-game content arttext | AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer. | Future Monster Games | - | Mar 18, 2026 | |
Binded Souls Dev only codeart | Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue.
Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce. | Cyrillic Digital | - | Mar 18, 2026 | |
Idle Library In-game content art | Some in-game visual assets, including background images and thematic artwork, were created using generative AI tools and are included as part of the game’s environment and UI customization themes. All AI-generated content was reviewed and edited prior to inclusion. | DaZeSTRAY | 33 | Mar 18, 2026 | |
Catvivors Store/marketing codeart | This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds). | Yotta Content LTD | - | Mar 18, 2026 | |
Tiny Idle Farm Unclear | I used AI for assistance. | MLK Games | - | Mar 18, 2026 | |
Gloomvex In-game content arttextcode | Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime. | Bitareon Studio | - | Mar 18, 2026 | |
デスハネムーン Deadly Honeymoon Unclear art | Some 2D textures | Gonta | - | Mar 18, 2026 | |
VelvetSkyline Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
Ogasm Simulator In-game content art | Some visual assets used in the game, such as posters and certain 3D models, were created or assisted using generative AI tools.
All AI-assisted content is static, pre-generated, and no AI is used to generate live gameplay, player decisions, or dynamic content at runtime. | OG Interactive | - | Mar 18, 2026 | |
MetalGods Dev only art | Generative AI is used for placeholder graphics in development of the game | Dream Visual Productions | - | Mar 18, 2026 | |
Celestial Defense Dev only | AI is used to assist in development across all departments. Our team is small, but dedicated and fiercely dedicated to providing the best games possible, using whatever tools are available. | GoUnconditionalGames | - | Mar 18, 2026 | |
The Turkish Legacy In-game content art | We use generative AI tools to enhance the visual quality of our in-game cutscenes and to create some of the marketing assets featured on our Steam store page. All AI-generated content has been carefully curated and edited by our development team to ensure it meets our creative standards and respects all legal requirements. | Caner Çeleksiz | - | Mar 18, 2026 | |
Dealer Bust! | Roguelike BlackJack In-game content artcode | Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI. | Destina Games | - | Mar 18, 2026 |