Some store trailer audio, including voice and music, was generated or assisted by generative AI. The application itself does not include AI-generated assets and does not generate AI content during use.
- Creator
- SOURCE51
- Reviews
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- Added
- May 23, 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.
Some store trailer audio, including voice and music, was generated or assisted by generative AI. The application itself does not include AI-generated assets and does not generate AI content during use.
Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created. Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also.
Wallpaper Animator uses generative AI. Your prompt creates a still image, which you can then animate into a looping video. Both run on third-party AI services.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. Here is exactly how we utilized generative AI in our game: • We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist. • The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team. • Certain voice-over (VO) lines were generated using AI.
AI has been used for coding, game assets, music, promotional art, etc...
The achievements and images shown on the store page were generated or modified using AI
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
Some marketing materials, capsule icons.
GreenMars: Expedition 744 is a solo-led independent project. Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors. The game does not use generative AI during gameplay.
AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons.
Some assets in Colonus were created with generative AI assistance and refined by hand.
AI-Assisted Localization
Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team.
For store art
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
The robot is very very early draft to be replaced by our busy lead artist
We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality.
I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects. None of the current assets, including the ones I made with Paint, will be kept in the final game.
AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools.
The store page capsule images were created with generative AI.
The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used. In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands. Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making.
All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game. Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets.
The Geopogo Cities: Windsor Detroit logo was AI generated.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Supermarcat uses AI-generated content for marketing and promotional materials, including: • Store page visual assets (capsule images, backgrounds, promotional artwork) • Marketing screenshots and promotional images for Steam store presence • Visual elements for social media and community content All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers. AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators.
In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows: Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment. Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style. Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island.
I am a single developer. AI is used to speed up some processes, some marketing and concept materials are made with AI as a base to improve on and deliver better game. There are optional AI soundtracks in the game.
Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools
ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation.
NPC Portrait Pictures
Artificial intelligence was used to help create the game's main art and logo.
During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content. All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency.
Some minor visual assets, such as icons and UI elements, were created or assisted using licensed AI tools during development. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the overall art direction and quality standards. AI is not used in gameplay systems, code, or real-time content generation.
In-game images are generated using AI.
All core content—including mushrooms, ornaments, scenes, animals, sounds, and more—is created, designed, and produced by us personally. AI tools are used solely as an auxiliary means to enhance efficiency (e.g., translation, programming assistance, generating references, etc.).
Yes, I used AI.
在游戏中loading界面和结局动画,使用了人工智能生成
Some visual and marketing assets for this game were created or assisted using AI tools during development. No AI-generated content is used in real-time during gameplay, and all core game systems, mechanics, and player experiences are fully handcrafted.
Some written content (store descriptions, in-game text) and select marketing images were created with the assistance of AI tools. No AI-generated content is used in gameplay, game assets, or game systems.
FriedrichAI uses a locally hosted AI model to provide responses, assist with coding tasks, and support general interaction. All processing is performed on the user’s machine. The application does not rely on cloud-based AI services and does not send user data externally. The AI generates text-based responses based on user input and is intended for productivity, development assistance, and general-purpose use.
All image resources (excluding UI) in this game are generated using AI.
The Buzz Quiz trailer features scenes created using AI.
We are using generative AI for the following tasks: ・Upscaling in-game cutscenes ・Upscaling images of P-LIFE and seaweed that appear in the game
In order to better reflect the identity of our game and obtain easier outputs, we use artificial intelligence to produce content such as capsule images, small logos, and simple text found on our game's store page.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SeizeControl Store/marketing audio | Some store trailer audio, including voice and music, was generated or assisted by generative AI. The application itself does not include AI-generated assets and does not generate AI content during use. | SOURCE51 | - | May 23, 2026 | |
Alchemy Survivors Live AI arttext | Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created.
Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also. | Andrew Brown | 19 | May 23, 2026 | |
Wallpaper Animator Store/marketing art | Wallpaper Animator uses generative AI. Your prompt creates a still image, which you can then animate into a looping video. Both run on third-party AI services. | Kinett | 62 | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
Confide Live AI text | All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character. | Osfoor | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
The Pirate: Republic of Nassau In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget.
Here is exactly how we utilized generative AI in our game:
• We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist.
• The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team.
• Certain voice-over (VO) lines were generated using AI. | Home Net Games | 23 | May 23, 2026 | |
Nodwar In-game content artaudiocode | AI has been used for coding, game assets, music, promotional art, etc... | PROX.TEAM | 19 | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
The Creator: Live Together In-game content art | Some marketing materials, capsule icons. | Mark Miller | - | May 23, 2026 | |
GreenMars: Expedition 744 In-game content art | GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay. | 744 Interactive | - | May 23, 2026 | |
Another Map Simulator Store/marketing art | AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons. | Overdramatic Games | - | May 23, 2026 | |
Colonus In-game content art | Some assets in Colonus were created with generative AI assistance and refined by hand. | Badhenke Studios | - | May 23, 2026 | |
Direland In-game content text | AI-Assisted Localization | KAIJIUUUUU | - | May 23, 2026 | |
Prison Life Sim 2026 - Survival In-game content artaudio | Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team. | Great Escape Games Publishing | - | May 23, 2026 | |
Hooligan Town Store/marketing art | For store art | DiscoCarGames | - | May 23, 2026 | |
Grass and Cash In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | VirginMage | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
miMIR Dev only art | The robot is very very early draft to be replaced by our busy lead artist | Grojibz | - | May 23, 2026 | |
PlanetForge Protocol In-game content arttext | We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality. | Railstar Games | - | May 23, 2026 | |
PinScape In-game content artaudio | I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects.
None of the current assets, including the ones I made with Paint, will be kept in the final game. | Arkemys | - | May 23, 2026 | |
Survivance In-game content art | AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools. | Endless Worlds Studio | - | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
World End Dystopia In-game content artaudio | The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used.
In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands.
Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making. | GRAVITY GAME ARISE Co., Ltd. | - | May 23, 2026 | |
Void Cargo: Equilibrium In-game content arttext | All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game.
Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets. | Hammer&Hammer | - | May 23, 2026 | |
Geopogo Cities: Windsor–Detroit Store/marketing art | The Geopogo Cities: Windsor Detroit logo was AI generated. | Geopogo | - | May 23, 2026 | |
Phantom Town Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Ranch Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
SupermarCAT In-game content art | Supermarcat uses AI-generated content for marketing and promotional materials, including:
• Store page visual assets (capsule images, backgrounds, promotional artwork)
• Marketing screenshots and promotional images for Steam store presence
• Visual elements for social media and community content
All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers.
AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators. | Honshu Howl Gaming Company | - | May 23, 2026 | |
Mudventure In-game content artaudiocode | In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows:
Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment.
Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style.
Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island. | Mud Diggers | - | May 23, 2026 | |
Road of a Survivor In-game content audioarttext | I am a single developer. AI is used to speed up some processes, some marketing and concept materials are made with AI as a base to improve on and deliver better game.
There are optional AI soundtracks in the game. | Konithir | - | May 23, 2026 | |
Infinite Space: Mining Store/marketing art | Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools | Taner Saydam | - | May 23, 2026 | |
Travelers In-game content art | ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation. | coolgamingcompany | - | May 23, 2026 | |
Asteroid Rodeo In-game content art | NPC Portrait Pictures | Buried Signal Studios | - | May 23, 2026 | |
Kingdom Craft Store/marketing art | Artificial intelligence was used to help create the game's main art and logo. | PimpGameStudio | - | May 23, 2026 | |
Treasure Hunter: Echo of War In-game content arttextaudio | During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content.
All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency. | Ulab Games | - | May 23, 2026 | |
KingForge In-game content art | Some minor visual assets, such as icons and UI elements, were created or assisted using licensed AI tools during development.
All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the overall art direction and quality standards.
AI is not used in gameplay systems, code, or real-time content generation. | ElykraGames | - | May 23, 2026 | |
Trader Traveler In-game content art | In-game images are generated using AI. | Numan Karaaslan | - | May 23, 2026 | |
Mushroom Nook Dev only textcode | All core content—including mushrooms, ornaments, scenes, animals, sounds, and more—is created, designed, and produced by us personally. AI tools are used solely as an auxiliary means to enhance efficiency (e.g., translation, programming assistance, generating references, etc.). | HyperstasisGaming | 248 | May 23, 2026 | |
Strange Zoo Unclear | Yes, I used AI. | Pomerania Games | - | May 23, 2026 | |
末日货轮:Doomsday Cargo Ship In-game content art | 在游戏中loading界面和结局动画,使用了人工智能生成 | goodmoxing | - | May 23, 2026 | |
Dumi's Adventure: Across Europe Store/marketing art | Some visual and marketing assets for this game were created or assisted using AI tools during development.
No AI-generated content is used in real-time during gameplay, and all core game systems, mechanics, and player experiences are fully handcrafted. | Dumi’s Games | - | May 23, 2026 | |
Speed Rivals - Model Trains In-game content textart | Some written content (store descriptions, in-game text) and select marketing images were created with the assistance of AI tools. No AI-generated content is used in gameplay, game assets, or game systems. | BabelGames | - | May 23, 2026 | |
FriedrichAI: Offline AI Dev only textcode | FriedrichAI uses a locally hosted AI model to provide responses, assist with coding tasks, and support general interaction.
All processing is performed on the user’s machine. The application does not rely on cloud-based AI services and does not send user data externally.
The AI generates text-based responses based on user input and is intended for productivity, development assistance, and general-purpose use. | Randolph Smith | 10 | May 23, 2026 | |
Runren Simulator In-game content art | All image resources (excluding UI) in this game are generated using AI. | K.K. | 59 | May 23, 2026 | |
BUZZ QUIZ Store/marketing art | The Buzz Quiz trailer features scenes created using AI. | Buzz Family | - | May 23, 2026 | |
ARTDINK GAME LOG:アクアノートの休日 In-game content art | We are using generative AI for the following tasks:
・Upscaling in-game cutscenes
・Upscaling images of P-LIFE and seaweed that appear in the game | ARTDINK | - | May 23, 2026 | |
Awakening of Darkness: Build, Survive and Defend Store/marketing arttext | In order to better reflect the identity of our game and obtain easier outputs, we use artificial intelligence to produce content such as capsule images, small logos, and simple text found on our game's store page. | Orivion Games | - | May 23, 2026 |