The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game.
- Creator
- 2percentstudio
- Reviews
- -
- Added
- Jun 3, 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.
The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game.
Background post-production: color correction and shading, and some additional background objects.
We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team.
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Generative AI tools were used to create images, audio, and text materials used in the game and on the store page. Generated materials are reviewed, selected, edited, and adjusted by the developer before use. The game does not include any feature that live-generates AI content during gameplay.
This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer.
We are using AI to create flip phone-style frames.
This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer.
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
Some game assets were designed with reference to AI-generated images
Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game.
Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during development to assist with programming.
AI is used when coding. All arts are hand-drawn.
Generative AI was used to help develop the prototype.
AI was used to help generate event text and to help during the coding process. All sumo logic, sprites, and animations are done by hand!
VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay): — Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer. — Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction. All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Yes — achievement icons via PixelLab, VFX & SFX via ElevenLabs
Generative AI was used as a development assistant during this project. It helped with brainstorming gameplay mechanics, coding/debugging support, level design ideas, marketing copy, store description text, and some promotional/store artwork. The game itself is a 2D platformer developed in Unity. Gameplay does not use live generative AI, and no content is generated dynamically during gameplay.
AI was used with the generation of code and some generic art assets.
BreakDespair2D uses Stable Diffusion for some character portraits and background images. No AI-generated content is created during gameplay. The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames.
Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production.
The store page image and title screen in game is an A.I image
For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
Audio in the development of this game was created using AI tools.
I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development.
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
AI tools were used to assist in generating pixel art sprites (PixelLab) All generated assets were reviewed, curated, and post-processed by the developer.
Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations.
This game utilizes a generative AI tool for the creation of its SE and localization. The data was pre-rendered by the developer during the game's development and integrated as final game assets before release. The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
AI was used for the localization of this store page.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic.
Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me. As future projects grow, I plan to collaborate with artists to further enhance the visual presentation.
The background images and peaches pictures are pre-rendered AI art.
This software is built under assistance of AI. Graphic assets including icons, headers and logos are generated by AI.
Some content may have been generated using automated tools or processes.
Upgrade and achievement icons/images
Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator.
This game uses AI assistance in the following areas: - Localization: Some translations were assisted by AI tools. - Some promotional or UI images were partially generated or refined using AI tools. All gameplay content, art direction, and core assets are created by human developers.
At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted.
Game Items are partially generated by AI.
AI was used in some parts for development as well as some digital assets.
Some art assets were generated with AI
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code.
Some visual assets including store page imagery and artwork were created with the assistance of AI image generation tools and refined by hand
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Engine Tales : Oblivious World Dev only | The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game. | 2percentstudio | - | Jun 3, 2026 | |
Pun Chan Pop Unclear | Background post-production: color correction and shading, and some additional background objects. | Konkate Games | - | Jun 3, 2026 | |
Dream Fortress Dev only artcode | We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team. | TeamK | - | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
KNEE SLIDE In-game content artaudiotext | Generative AI tools were used to create images, audio, and text materials used in the game and on the store page.
Generated materials are reviewed, selected, edited, and adjusted by the developer before use.
The game does not include any feature that live-generates AI content during gameplay. | Noyvara Studio | - | Jun 3, 2026 | |
蒼穹のダンジョン 忍び返しの霊峰 In-game content text | This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer. | KAZUNAO Game Studio | - | Jun 3, 2026 | |
Bravest! Store/marketing art | We are using AI to create flip phone-style frames. | nazenaninadesico | - | Jun 3, 2026 | |
Pangy: Into The City In-game content audiocode | This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer. | Kwan NG | - | May 23, 2026 | |
RePair in the Space In-game content text | AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know. | 2JDev | - | May 23, 2026 | |
GANA FORCE Unclear art | Some game assets were designed with reference to AI-generated images | Liao Kai | - | May 23, 2026 | |
Rumble Rush In-game content artaudio | Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game. | RoyalWings | - | May 23, 2026 | |
AITA: The Dark Domain In-game content art | Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay. | Tommyruin | - | May 23, 2026 | |
Vector Storm Dev only code | Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI
model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during
development to assist with programming. | WHODATYAT | - | May 23, 2026 | |
Lang! Dev only code | AI is used when coding. All arts are hand-drawn. | Team Lang! | - | May 23, 2026 | |
Lords Of Heck Dev only | Generative AI was used to help develop the prototype. | Smokey Chill Games | - | May 23, 2026 | |
Uchi No Heya! In-game content textcode | AI was used to help generate event text and to help during the coding process. All sumo logic, sprites, and animations are done by hand! | James West | - | May 23, 2026 | |
Void Runner : Arcade Roguelite In-game content textart | VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay):
— Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer.
— Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction.
All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized. | napcode | - | May 23, 2026 | |
Pixel Darts: From Pub to Glory In-game content artaudiocode | This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer. | zweipilot | - | May 23, 2026 | |
GRIMLOOP In-game content artaudio | Yes — achievement icons via PixelLab, VFX & SFX via ElevenLabs | Slipgun Studios | - | May 23, 2026 | |
Keyboard Curse In-game content textart | Generative AI was used as a development assistant during this project. It helped with brainstorming gameplay mechanics, coding/debugging support, level design ideas, marketing copy, store description text, and some promotional/store artwork.
The game itself is a 2D platformer developed in Unity. Gameplay does not use live generative AI, and no content is generated dynamically during gameplay. | Hassan Sherif | - | May 23, 2026 | |
PhonePlay In-game content artcode | AI was used with the generation of code and some generic art assets. | SDShepard | - | May 23, 2026 | |
BreakDespair2D In-game content art | BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames. | HappyLuckyRainbowGames | - | May 23, 2026 | |
Arthur’s Tale In-game content art | Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production. | Cleaver Studio | - | May 23, 2026 | |
Veilbreak Store/marketing art | The store page image and title screen in game is an A.I image | Wolfs Moon Studios | 16 | May 23, 2026 | |
HELLBENT Dev only art | For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release. | HELLBENT Team | - | May 23, 2026 | |
But Why Together In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | May 23, 2026 | |
Arena 2006 Dev only | I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development. | Halston | - | May 23, 2026 | |
F.R.E.D.'s Ascent In-game content artaudiotext | All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations
of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime. | buddycore Studio | - | May 23, 2026 | |
ROGUETRIP In-game content art | AI tools were used to assist in generating pixel art sprites (PixelLab) All generated assets were reviewed, curated, and post-processed by the developer. | Slipgun Studios | - | May 23, 2026 | |
Nobody's Erde In-game content audio | Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations. | Danger Hopeless | - | May 23, 2026 | |
Inscrutable FourDC -Imprisonment- In-game content audiotext | This game utilizes a generative AI tool for the creation of its SE and localization.
The data was pre-rendered by the developer during the game's development and integrated as final game assets before release.
The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards. | Maruno Games | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales Prologue In-game content textart | During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
EATY In-game content text | AI was used for the localization of this store page. | TANZI GAMES | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Alpha Star In-game content art | Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic. | Minands | - | May 23, 2026 | |
Glowbot Tower Defense In-game content art | Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me.
As future projects grow, I plan to collaborate with artists to further enhance the visual presentation. | Jacob Stetka | - | May 23, 2026 | |
Sweetie Candy Maze: Coral Peach In-game content art | The background images and peaches pictures are pre-rendered AI art. | Cute Hannah's Games | - | May 23, 2026 | |
Recoil Trainer In-game content art | This software is built under assistance of AI. Graphic assets including icons, headers and logos are generated by AI. | HugeEast Studio | - | May 23, 2026 | |
Bible Quiz: Trivia Game Unclear | Some content may have been generated using automated tools or processes. | Supergonk | 21 | May 23, 2026 | |
ALL GAS In-game content art | Upgrade and achievement icons/images | VelociLogic | - | May 23, 2026 | |
Last Lawn Standing In-game content art | Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator. | Gravel Roads Studio | - | May 23, 2026 | |
Legend of Gaia: Rebirth In-game content textart | This game uses AI assistance in the following areas:
- Localization: Some translations were assisted by AI tools.
- Some promotional or UI images were partially generated or refined using AI tools.
All gameplay content, art direction, and core assets are created by human developers. | Yusheng | - | May 23, 2026 | |
PULSARI In-game content audio | At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play. | Critics Arcade | - | May 23, 2026 | |
Cycle of the Unbroken In-game content artcode | All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted. | Latent Blade Studios | - | May 23, 2026 | |
Drowning Dream In-game content | Game Items are partially generated by AI. | d273 | - | May 23, 2026 | |
BonkCity Unclear | AI was used in some parts for development as well as some digital assets. | 44G | - | May 23, 2026 | |
Astro Raiders In-game content art | Some art assets were generated with AI | Far Side Games | - | May 23, 2026 | |
Guardians of the Abyss: Rogue Protocol In-game content audiotext | Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay. | santos forge | - | May 23, 2026 | |
Arena Arcade Fest In-game content textartcode | AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code. | Oscar Ortigueira López | - | May 23, 2026 | |
klik. Store/marketing art | Some visual assets including store page imagery and artwork were created with the assistance of AI image generation tools and refined by hand | HydroYT | - | May 23, 2026 |