Used for generating images such as character sprites, backgrounds, and logos. Also used for text translation (which might be terrible).
- Creator
- favabean_works
- Reviews
- -
- Added
- Jul 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.
Used for generating images such as character sprites, backgrounds, and logos. Also used for text translation (which might be terrible).
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
Source Code, Graphic, Sound used LLM
Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay.
This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI.
This game uses generative AI tools to create some of its artwork: promotional art such as the key visual and store capsule images, and some in-game image assets such as character portraits and map textures. All of it was reviewed, curated, and adjusted by the developer before use. Every screenshot shown on the store page is captured from actual gameplay and is not AI-generated. The shipped game does not use any AI to generate images, text, or audio at runtime.
AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance. No AI runs at runtime.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay.
有使用AI进行游戏开发
Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release.
Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game.
Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer.
This game used generative AI as an assistive tool for translation and localization, and for producing some sound effects and music. All final text and audio were reviewed, edited, and approved by humans before inclusion.
Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand.
This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play.
localization, sounds
Artwork/Music
Generative AI was used for some images and localization.
This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page.
Some of the promotional artwork for MoonCraft was created using generative AI tools. All in‑game content, gameplay assets, code, and visuals were created manually without AI. Only the store page art uses AI; the game itself does not include AI‑generated content.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
Some store and marketing artwork (capsule/header images) was created with AI image tools and then reviewed and edited by the developer. Some in-game commander avatars were also AI-assisted. The game does not generate any AI content live during play.
This game uses AI-generated artwork for store page assets, including capsule images, promotional graphics, and character illustrations. The game logo and visual marketing materials were created with the assistance of AI image generation tools. No AI content is generated during gameplay — all in-game content is pre-authored. No third-party AI services are connected during gameplay.
Some Music is generated. Thats it :)
Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI. All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
Some art assets in this game were created during development with generative AI tools (ChatGPT, Google Gemini, and Leonardo.ai), then manually selected and adjusted by the developer before release. Music and sound effects are sourced from CC0 assets on OpenGameArt.org and were not AI-generated.
Promotional art, character models, game logo are generated by AI.
I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs. There are propaganda posters in the game made with the help of AI.
Store image generated by AI
The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere.
The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you!
All in-game character art and background visuals are created through AI generation, followed by manual refinement and touch-ups.
Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime.
Some Assets were created with AI assistance.
Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style.
AI was used to create some of the ingame pictograms and minor subelements in store art.
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game.
Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play.
Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
AI tools were used to create early drafts and a few base images for certain small visual elements, such as mission briefing cityscape thumbnails. Some initial sprite concepts were generated using AI. These assets were manually edited, adjusted, and integrated into the game’s visual style. No live generative AI is used during gameplay.
AI was used to generate art for in-game use and marketing materials. No AI is present in the gameplay. All enemy "ghosts" are real players.
This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Some store page / marketing artwork (capsule images) was created with the assistance of generative AI tools. All in-game content is human-made.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
This mountain? Got it from my gramps. In-game content arttext | Used for generating images such as character sprites, backgrounds, and logos. Also used for text translation (which might be terrible). | favabean_works | - | Jul 23, 2026 | |
Colonerra: Age of Exploration In-game content art | Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development. | The Game Tzar | - | Jul 23, 2026 | |
corectl Dev only codeartaudio | Source Code, Graphic, Sound
used LLM | Frotrue | - | Jul 23, 2026 | |
Terrahold In-game content artaudio | Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay. | SMAR Studio | - | Jul 23, 2026 | |
Mindswarm Elements TD In-game content artcode | This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI. | Steffen Großmann | - | Jul 23, 2026 | |
Marginalia In-game content art | This game uses generative AI tools to create some of its artwork: promotional art such as the key visual and store capsule images, and some in-game image assets such as character portraits and map textures. All of it was reviewed, curated, and adjusted by the developer before use. Every screenshot shown on the store page is captured from actual gameplay and is not AI-generated. The shipped game does not use any AI to generate images, text, or audio at runtime. | IKONOS STUDIO | - | Jul 23, 2026 | |
Willcaster Dev only art | AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance.
No AI runs at runtime. | Enes Altun | - | Jul 23, 2026 | |
Graveyard Shift: A Sage's Last Stand In-game content textartaudio | Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay. | MONKEYMAN GAMES | - | Jul 23, 2026 | |
Oops, All Tanks! In-game content artaudio | Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay. | All Tanks! | - | Jul 23, 2026 | |
诸天斗法 Unclear | 有使用AI进行游戏开发 | 老K | - | Jul 23, 2026 | |
Blackbriar Crypt In-game content art | Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release. | Donbrico Studio | - | Jul 23, 2026 | |
Crooked Derby In-game content art | Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game. | GRM Games | - | Jul 23, 2026 | |
SpacePorts In-game content artcode | Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer. | Jørgen S. Eide | - | Jul 23, 2026 | |
Gomoklear In-game content textaudio | This game used generative AI as an assistive tool for translation and localization, and for producing some sound effects and music. All final text and audio were reviewed, edited, and approved by humans before inclusion. | Bunny Dryer | - | Jul 23, 2026 | |
Campfire Battles Dev only code | Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand. | BatteryAcidDev | - | Jul 23, 2026 | |
Dream Broadcast Simulator In-game content art | This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play. | Playable Future LLC | - | Jul 23, 2026 | |
Culture Warz: Tactics In-game content textaudio | localization, sounds | Rear Admiral Games | - | Jul 23, 2026 | |
Neko Rogue Unclear artaudio | Artwork/Music | Linkz Games | - | Jul 22, 2026 | |
Crown Marshal In-game content arttext | Generative AI was used for some images and localization. | FOGMOE | - | Jul 22, 2026 | |
Pixel Trader In-game content art | This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page. | Ryaland Studio | - | Jul 22, 2026 | |
MoonCraft In-game content art | Some of the promotional artwork for MoonCraft was created using generative AI tools.
All in‑game content, gameplay assets, code, and visuals were created manually without AI.
Only the store page art uses AI; the game itself does not include AI‑generated content. | Aluminati Studios | - | Jul 22, 2026 | |
Naval Strike Store/marketing art | Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime. | VGP256 | - | Jul 22, 2026 | |
RTS Outpost In-game content art | Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play. | Murat Yucel | - | Jul 22, 2026 | |
TRUMPP VS ELON TYCOON Store/marketing art | This game uses AI-generated artwork for store page assets, including capsule images,
promotional graphics, and character illustrations. The game logo and visual marketing
materials were created with the assistance of AI image generation tools.
No AI content is generated during gameplay — all in-game content is pre-authored.
No third-party AI services are connected during gameplay. | BlackTea Games | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
Compacted Store/marketing art | Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer. | GTGD | - | Jul 21, 2026 | |
NGC-404: Fractured Sector Dev only | During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team. | WhiteDogo Entertainment | - | Jul 21, 2026 | |
无尽地下城 In-game content art | Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI.
All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer. | 起源工作室 | - | Jul 21, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
Guardian of soul tower In-game content art | Some art assets in this game were created during development with generative AI tools (ChatGPT, Google Gemini, and Leonardo.ai), then manually selected and adjusted by the developer before release.
Music and sound effects are sourced from CC0 assets on OpenGameArt.org and were not AI-generated. | Nigate88 Studio | - | Jul 20, 2026 | |
Jungle Tavern Store/marketing art | Promotional art, character models, game logo are generated by AI. | Souleil | - | Jul 20, 2026 | |
Radiant Ruins RTS In-game content audioart | I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs.
There are propaganda posters in the game made with the help of AI. | CoreMinimal Software | - | Jul 20, 2026 | |
Siege Masters Store/marketing art | Store image generated by AI | Tulipe Gaming | - | Jul 20, 2026 | |
Rising Moonshade In-game content audio | The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere. | Split Pupil Games | - | Jul 20, 2026 | |
Little Adventure Tale In-game content arttext | The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you! | TheOilyGooseStudio | - | Jul 19, 2026 | |
英雄变美 In-game content art | All in-game character art and background visuals are created through AI generation, followed by manual refinement and touch-ups. | Mutual Fun Studio | - | Jul 18, 2026 | |
Damage Shogi In-game content codeaudioart | Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Jul 18, 2026 | |
The Offering Hour In-game content text | AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime. | mazestepsstudio | - | Jul 18, 2026 | |
Maiden Covenant: The Infernal Citadel Unclear | Some Assets were created with AI assistance. | Moving Bear Studio | - | Jul 18, 2026 | |
Fleetfall - Galaxy Domination In-game content art | Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style. | Purple Owl | - | Jul 18, 2026 | |
reWinWar In-game content art | AI was used to create some of the ingame pictograms and minor subelements in store art. | Oleksandr Hulchenko | - | Jul 18, 2026 | |
Tapis In-game content art | Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated. | Bellescene Studio | - | Jul 18, 2026 | |
Road2Conquest In-game content art | Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game. | J2H2 | - | Jul 18, 2026 | |
Line Tower Wars In-game content artaudio | Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play. | Mithryl Labs LLC | - | Jul 17, 2026 | |
Hackagon: Cyber Card Battler In-game content art | Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime. | Main Thread Games | - | Jul 17, 2026 | |
Durak In-game content art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | Jul 17, 2026 | |
LockLine In-game content art | AI tools were used to create early drafts and a few base images for certain small visual elements, such as mission briefing cityscape thumbnails. Some initial sprite concepts were generated using AI. These assets were manually edited, adjusted, and integrated into the game’s visual style. No live generative AI is used during gameplay. | Wondered Off | - | Jul 17, 2026 | |
Wizard Tournament In-game content art | AI was used to generate art for in-game use and marketing materials.
No AI is present in the gameplay. All enemy "ghosts" are real players. | Rachop Studios | 11 | Jul 17, 2026 | |
이순신의 역습 In-game content text | This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game. | Kim Yusok | - | Jul 17, 2026 | |
Holdline: Last Gate In-game content art | Some store page / marketing artwork (capsule images) was created with the assistance of generative AI tools. All in-game content is human-made. | Out of Spite Games | - | Jul 17, 2026 |