Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style.
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- Installing something
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- Jun 28, 2026
Public Steam disclosure research 25,394 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 in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style.
AI DISCLOSURE Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation. Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music. AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system. The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine.
Some background elements were partially generated using AI. Localization into languages other than German was carried out with the help of AI. AI was used as a development aid (to help implement certain systems in the game). I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this!
AI Usage Disclosure This game was developed with the assistance of an AI programming tool to help draft portions of the code. All AI-generated code has been reviewed, tested, and revised by the developer to ensure quality and stability. AI was used solely as a development aid — you will not interact with any generative AI during gameplay. All in-game narrative text, financial knowledge, and numerical systems were independently created by the developer. The game runs entirely offline and does not call any external AI interfaces.
Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
The game to contain art assets generated by artificial intelligence
Imperium is a solo-developed game that makes extensive use of generative AI to create its content: • Visual art and graphical assets — planet surfaces, buildings, species and ship artwork, interface art, and store/marketing imagery — were generated using Midjourney and ChatGPT, then extensively edited, composited, and refined by hand in Photoshop (including Photoshop's AI tools) to fit the game's art direction. • Music was generated using Suno. • Sound effects were generated using ElevenLabs. Every asset is reviewed, edited, and approved by the developer before it ships, and the game's design, systems, and balance are the developer's own. Imperium's in-game opponents use traditional algorithmic AI, not generative AI.
Generative AI was used to assist with the general coding of this game.
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Some visual/audio assets, text content, and development assistance were created with AI tools and then reviewed, modified, and integrated by the developer.
Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
I've used ai generators for icons and logos. All coding, animations and modelling has been done by me.
We utilize generative AI for most of our artwork and some of our music. A little (5%) of the game was coded with AI assistance - this includes sdk integrations mostly for steam API.
This game uses generative AI to assist with parts of the creative process, including some artwork, voice/audio content, written text, localization, and marketing materials. AI-assisted content is reviewed, edited, and selected by the developer before being included in the game. The overall story direction, game design, character concepts, and final creative decisions are made by the developer.
The developer describes how this game uses generative AI as follows: Visual Assets: Some character illustrations, background art, and UI icons in this game have been created or enhanced using generative AI tools.
Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand. Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI.
Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay.
Some of the art, including assets, in-game loading screens, and store capsules, was created or partially created using AI.
Generative AI is used for the marketing material
Silver Creek Town uses generative AI to support live NPC dialogue text during gameplay. Player text input may be processed by an AI service to generate in-character fictional NPC responses within the world of Silver Creek Town. Some background music, concept art, character images, text drafts, and marketing materials may also be created or assisted by AI tools during development. We review AI-assisted content before use and apply prompts, content rules, and safety restrictions to reduce inappropriate, illegal, hateful, sexually explicit, infringing, or unsafe output.
Our team used generative AI tools to help develop some in-game card images and the images for our Steam Achievements. For any assets acquired from third-party artists, we were not always able to confirm whether generative AI was used in their creation. This is the full extent of our AI usage.
This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses.
Generative AI was used to assist in the creation of game assets, which were subsequently modified, optimized, and finalized by human professionals.
Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools.
Some texture assets were created with assistence of AI-tools.
Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude).
The game's narration engine is a deterministic template system with zero runtime AI. The template/fragment library it draws from was hand-crafted in English, and then mass-localized during development using a large language model and then human-curated. No AI image generation was used: all art, icons, and store assets are procedurally rasterized from hand-authored primitive op-lists. The game contains no live/runtime AI generation.
AI is used to help on music and art creation both out and in game.
This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are called at runtime.
Some of the images and sounds in this game were created using generative AI. This allows us to reduce development costs and deliver more content faster, providing players with a richer and more engaging experience.
We developed the game with AI assistance for graphics, coding, and music. All AI assets are pre-rendered and static.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated): Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
This game contains pre-generated AI-generated and AI-assisted visual content. Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials. All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players. The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files.
Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer.
Character portraits and story illustrations received an AI enhancement pass based on the original hand-painted artwork. Each image was then refined with a manual hand-drawn pass.
Generative AI was used to assist and enhance the generation of placeholder art assets in this game.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
The music in SEPTAR is created using generative AI tools.
Portraits of fictional characters are generated using artificial intelligence.
This game utilizes generative AI for certain 2D illustrations, backgrounds, and portions of written content. All AI-assisted content was manually reviewed, edited, and refined by the developer to ensure consistency with the game's artistic vision, narrative, and gameplay. No live or real-time AI generation occurs during gameplay.
The game contains a pre-generated localization created using AI
Some of the artworks and music were first generated by AI, then manually revised and recreated.
Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC).
Generative AI was used during the development of CORRUPT.EXE to assist with coding, design iteration, brainstorming, and the creation of certain visual assets. All AI-generated content was reviewed, edited, and curated by the developer before being included in the game. No live AI-generated content is created during gameplay, and players do not interact with generative AI systems while playing.
Yes, some store assets(logos) are made with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Entered In-game content art | Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style. | Installing something | - | Jun 28, 2026 | |
The Crown of The Vermillion Devil In-game content art | AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it. | Dylan Williams | - | Jun 28, 2026 | |
Multi-Tactics: 豊葦原星記 -蒸気の章- In-game content artaudiocode | This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI. | Mottie Mortimer Game Studio | - | Jun 28, 2026 | |
SMTHNG WRNG In-game content arttext | This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards. | NytherMood Studio | - | Jun 28, 2026 | |
Phantom Protocol codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 28, 2026 | |
Ashen Crown In-game content artaudiocode | Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine. | Quahjit | - | Jun 28, 2026 | |
Echoes of Memory In-game content arttext | Some background elements were partially generated using AI.
Localization into languages other than German was carried out with the help of AI.
AI was used as a development aid (to help implement certain systems in the game).
I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this! | JonnyProductions | - | Jun 28, 2026 | |
你来定股价 You chart the stock price Dev only code | AI Usage Disclosure
This game was developed with the assistance of an AI programming tool to help draft portions of the code. All AI-generated code has been reviewed, tested, and revised by the developer to ensure quality and stability.
AI was used solely as a development aid — you will not interact with any generative AI during gameplay. All in-game narrative text, financial knowledge, and numerical systems were independently created by the developer. The game runs entirely offline and does not call any external AI interfaces. | KinLotus | - | Jun 28, 2026 | |
Rank Risk: Guess the Order In-game content arttext | Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. | CETIN CAGLAR | - | Jun 28, 2026 | |
Push It! In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | - | Jun 28, 2026 | |
Imperium In-game content artaudio | Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI. | Petroff Games | - | Jun 28, 2026 | |
Starforge Pirate Dev only code | Generative AI was used to assist with the general coding of this game. | White Whale Gaming Studios | - | Jun 28, 2026 | |
虚无之塔 Unclear art | Partial images
Translate | yhy | - | Jun 28, 2026 | |
AR Basketball In-game content artaudiotext | Some visual/audio assets, text content, and development assistance were created with AI tools and then reviewed, modified, and integrated by the developer. | Quantel Jackson | - | Jun 28, 2026 | |
Cursed Merchant of Kyoto In-game content art | Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay. | aomaru works | - | Jun 28, 2026 | |
The Shadow In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
StellarForge In-game content art | I've used ai generators for icons and logos. All coding, animations and modelling has been done by me. | Justin Hellman | - | Jun 28, 2026 | |
The Wandering Wyrm In-game content artaudiocode | We utilize generative AI for most of our artwork and some of our music.
A little (5%) of the game was coded with AI assistance - this includes sdk integrations mostly for steam API. | Critical Sprite Games | - | Jun 28, 2026 | |
Princess Tomorrow In-game content artaudiotext | This game uses generative AI to assist with parts of the creative process, including some artwork, voice/audio content, written text, localization, and marketing materials. AI-assisted content is reviewed, edited, and selected by the developer before being included in the game.
The overall story direction, game design, character concepts, and final creative decisions are made by the developer. | LeafSummer | - | Jun 28, 2026 | |
The Romance Maestro In-game content art | The developer describes how this game uses generative AI as follows:
Visual Assets: Some character illustrations, background art, and UI icons in this game have been created or enhanced using generative AI tools. | Wandering Spark | - | Jun 28, 2026 | |
Axiom Of Echoes: Proof Refactor In-game content artaudio | Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand.
Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI. | Lukas Gergel | - | Jun 28, 2026 | |
Galactum Meridian Store/marketing arttextcode | Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay. | Hedra Games | - | Jun 28, 2026 | |
Asymptote In-game content art | Some of the art, including assets, in-game loading screens, and store capsules, was created or partially created using AI. | Crazish Games | - | Jun 28, 2026 | |
Crimson Monarch Store/marketing arttext | Generative AI is used for the marketing material | Miuze | - | Jun 28, 2026 | |
Silver Creek Town Live AI textaudioart | Silver Creek Town uses generative AI to support live NPC dialogue text during gameplay. Player text input may be processed by an AI service to generate in-character fictional NPC responses within the world of Silver Creek Town. Some background music, concept art, character images, text drafts, and marketing materials may also be created or assisted by AI tools during development. We review AI-assisted content before use and apply prompts, content rules, and safety restrictions to reduce inappropriate, illegal, hateful, sexually explicit, infringing, or unsafe output. | Silver Creek Studio | - | Jun 28, 2026 | |
Cards of Bellum In-game content art | Our team used generative AI tools to help develop some in-game card images and the images for our Steam Achievements. For any assets acquired from third-party artists, we were not always able to confirm whether generative AI was used in their creation. This is the full extent of our AI usage. | Ashwood Games | - | Jun 28, 2026 | |
Pale Rider In-game content audio | This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses. | Pal/Ri Productions | - | Jun 28, 2026 | |
紀事盆栽 Potted Archive In-game content art | Generative AI was used to assist in the creation of game assets, which were subsequently modified, optimized, and finalized by human professionals. | 宿芽遊戲 Suya Games | - | Jun 28, 2026 | |
Re:Born Isekai Company In-game content art | Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools. | WantBss | - | Jun 28, 2026 | |
Crisis Capital art | Some texture assets were created with assistence of AI-tools. | Plum Multimedia | - | Jun 28, 2026 | |
ΠΟΛΙΣ — Athens In-game content artcode | Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude). | Ginkgo | - | Jun 28, 2026 | |
Vonkelveld In-game content text | The game's narration engine is a deterministic template system with zero runtime AI. The template/fragment library it draws from was hand-crafted in English, and then mass-localized during development using a large language model and then human-curated. No AI image generation was used: all art, icons, and store assets are procedurally rasterized from hand-authored primitive op-lists. The game contains no live/runtime AI generation. | Software MoosS | - | Jun 28, 2026 | |
Legacy Of Eternity In-game content artaudio | AI is used to help on music and art creation both out and in game. | Dayra Studio | - | Jun 28, 2026 | |
记忆收藏家 · The Memory Mender In-game content artaudio | This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are
called at runtime. | Xiang | - | Jun 28, 2026 | |
통나무 디펜스 In-game content artaudio | Some of the images and sounds in this game were created using generative AI.
This allows us to reduce development costs and deliver more content faster, providing players with a richer and more engaging experience. | Gamble Studio | - | Jun 27, 2026 | |
Orbital Checkpoint In-game content artcodeaudio | We developed the game with AI assistance for graphics, coding, and music. All AI assets are pre-rendered and static. | VitalGrid Games | - | Jun 27, 2026 | |
GodWright In-game content text | Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated. | Jace Sleeman | - | Jun 27, 2026 | |
PetCraft In-game content art | This game contains pre-generated AI-generated and AI-assisted visual content.
Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials.
All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players.
The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files. | BlueMonkey Studio | - | Jun 27, 2026 | |
Floodline Legion In-game content art | Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer. | Rune Games | - | Jun 27, 2026 | |
Awoken In-game content art | Character portraits and story illustrations received an AI enhancement pass based on the original hand-painted artwork. Each image was then refined with a manual hand-drawn pass. | Petr 'Nof' Novak | - | Jun 27, 2026 | |
Gridiron Football League In-game content art | Generative AI was used to assist and enhance the generation of placeholder art assets in this game. | PeligroAmigo | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
Septar In-game content audio | The music in SEPTAR is created using generative AI tools. | Pop Services | - | Jun 27, 2026 | |
Your Murder Is Served In-game content art | Portraits of fictional characters are generated using artificial intelligence. | Christian Hubel | - | Jun 27, 2026 | |
Ghost Receipt In-game content arttext | This game utilizes generative AI for certain 2D illustrations, backgrounds, and portions of written content. All AI-assisted content was manually reviewed, edited, and refined by the developer to ensure consistency with the game's artistic vision, narrative, and gameplay. No live or real-time AI generation occurs during gameplay. | Kistler Studios | - | Jun 27, 2026 | |
Doomsday Draft In-game content text | The game contains a pre-generated localization created using AI | Palm and Stars | - | Jun 27, 2026 | |
Find Cats 8 Magical Plant Kingdom In-game content artaudio | Some of the artworks and music were first generated by AI, then manually revised and recreated. | Happy Fish | - | Jun 27, 2026 | |
Chessferatu In-game content artcode | Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC). | Half-Cocked Studios | - | Jun 27, 2026 | |
CORRUPT.EXE In-game content artcode | Generative AI was used during the development of CORRUPT.EXE to assist with coding, design iteration, brainstorming, and the creation of certain visual assets. All AI-generated content was reviewed, edited, and curated by the developer before being included in the game. No live AI-generated content is created during gameplay, and players do not interact with generative AI systems while playing. | FORGE GAMES | - | Jun 27, 2026 | |
GEL RUN Store/marketing art | Yes, some store assets(logos) are made with AI | Kaloyan Stoyanov | - | Jun 27, 2026 |