Some in-game art is created with AI-assisted workflows. Players can also use AI to generate their own characters from photos, making each hero feel more personal.
- Creator
- Zing Games Inc.
- Reviews
- -
- 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 in-game art is created with AI-assisted workflows. Players can also use AI to generate their own characters from photos, making each hero feel more personal.
Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content.
Graphics (Title Screen): AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual. Localization (Translation): AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality.
I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
OceanAI uses AI to generate images, animated images, and partial real-time communication content.
The store page capsule images were created with generative AI.
AI tools were used to assist with localization and drafting store page descriptions.
Yes, AI was used to assist the minimal localisation required to play SHED (human edited).
Generative AI was used in the creation of the store page and library images.
In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used.
Generative AI is used only for 2D marketing assets.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI
This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay.
We use generative AI tools during development to create certain pre-rendered audio assets (sound effects and background music). We ensure that prompts do not reference copyrighted works, artists, or specific intellectual property. We use commercially licensed AI services and comply with their terms of service.
Due to its independent development, this game makes limited use of AI to generate images and model materials
Artificial intelligence was used to help create the game's main art and logo.
Some of the in-game icons and some of the store page's marketing material have been created using generative AI.
I use generation AI for some original assets during the production process. Less than 1% of the total.
Some of the game's visual elements were created using AI tools during the development stage (for example, the design of Albums). Artists manually refined all such materials. Generative AI is not used in the gameplay and does not generate any content during the game.
The game includes only a few background radio tracks and some NPC voice lines created with the help of AI tools, which will be replaced in future updates.
This game is an AI-driven virtual idol rhythm and stage performance music game, allowing AI to generate and create virtual idol characters, backgrounds, songs, and more in real time. Relevant content has been set with content filtering and review to ensure that all generated content complies with game design and community standards.
Capsule artwork generated with AI assistance.
Minimal use of AI to enhance some store artwork.
AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging
Generative AI was used during the development of Arcane Souls to create and iterate on visual assets, specifically the game's icon, logo elements, and UI concepts. All AI-generated content has been manually reviewed, curated, and edited to ensure it aligns with the game's artistic direction and does not violate any third-party rights or Steam’s community standards.
Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services.
Partial Arts Conceptualization
This game uses generative AI tools for the creation of some non-gameplay content, including portions of promotional artwork, visual concepts, and certain localized translations. All gameplay systems, programming, game design, balancing, and the final integration of assets are created and curated by the developer. AI-generated content is reviewed, edited, and refined before being used in the game or store materials.
We use generative AI for some parts of the code.
Generative AI was used to assist in the creation of certain game art assets, such as textures and UI elements. These assets were further refined and polished by our internal development team to ensure visual quality and consistency within the Unreal Engine environment.
This project is being developed by a small two-person team. The use of AI tools in this project is strictly limited to the following assets: - flag textures - selected marketing assets and voice lines We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows. All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality.
I have used AI tools to produce code, images and music for the game.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
During the development and live service of the game, AI-based tools may be utilized to support in game visual content creation, marketing materials, live chat translation features, and partial in-game dialogue and script localization. In all such cases and regardless of the workflow, the final product is a reflection of our own development team's creativity and artistic expression.
As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team.
To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision.
Some voices, prompted some cutscene backgrounds.
AI was used to assist with localization of the game and store page into 13 languages. All translations were manually reviewed.
The current version of the game utilizes a variety of AI-assisted / AI-generated assets to support its development. My intent is to eventually replace or further polish as many of these assets as is feasible during the Early Access journey, though this remains a long-term aspiration. - 2D Assets: Some character portraits, backgrounds, minor textures, and store artwork are generated or enhanced using AI (e.g. style transfer from custom 3D renders and upscaling). These assets are further edited and integrated manually. - Narrative Slides: Images used in story sequences are AI-generated and used with minimal or no manual modification. - Voice Acting: Dialogue voiceovers use text-to-speech (TTS). - Text: Store descriptions, in-game text, and dialogue are written by the developer and refined using AI tools for clarity, consistency, and phrasing (e.g. tooltips and ability descriptions).
I use AI in this project for generation of some static art assets such as title screens, UI elements, Steam store assets, item images in inventory, and the large world map. AI is NOT used for generating the engine-rendered gameplay, with exception of an image of an item dropped to the ground. All environment tiles, objects and decorations, as well as animated entities (humans, monsters, etc) are generated by human artists. This is a very demanding project; should I get more money and access to artists, ideally I would replace all AI assets. Ideally...
We used AI in some of the UI assets of the game. It was used for ideas as well as to generate some of the icons that would then be cleaned up by us and added in. Our main programmer didn't use any AI for code, but our newbie programmer did use it to help with learning code and to develop/help with smaller portions of the game.
All community Steam assets and localizations on this store page have been meticulously created using AI tools.
Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services.
Store page localizations, in-game subtitles and localizations.
Localization for languages other than English and Estonian has been generated with help of AI.
Text translations.
About 98% of the art assets in this game are human authored. 100% are human edited. Which assets used ai: -7 pro logos that could not be satisfied with dev skills or outsourcing -The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate. -The studio background and suit. -The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites.
Some in-game assets were created with the assistance of AI tools. Arcana card designs and some icons use AI-generated assets.
Voice lines for dialogue.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Keyboard Hero Live AI art | Some in-game art is created with AI-assisted workflows.
Players can also use AI to generate their own characters from photos, making each hero feel more personal. | Zing Games Inc. | - | May 23, 2026 | |
Griffinblade Dev only | Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content. | Pathlight Studios | - | May 23, 2026 | |
レフィシア:ザ・ワンダーログ ~ぐるぐる☆不思議の3日間~ In-game content arttext | Graphics (Title Screen):
AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual.
Localization (Translation):
AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality. | Rurukel Works | - | May 23, 2026 | |
AFK Tactics In-game content art | I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code. | Sunny | 18 | May 23, 2026 | |
Ocean In-game content arttext | OceanAI uses AI to generate images, animated images, and partial real-time communication content. | DoingGames | 14 | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
Alehundred In-game content text | AI tools were used to assist with localization and drafting store page descriptions. | Alehundred | - | May 23, 2026 | |
SHED In-game content text | Yes, AI was used to assist the minimal localisation required to play SHED (human edited). | Patchrat | 11 | May 23, 2026 | |
TrollMaker Store/marketing art | Generative AI was used in the creation of the store page and library images. | woooh.ju | - | May 23, 2026 | |
WE ARE FOOTBALL 2027 In-game content art | In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used. | Winning Streak Games GmbH | - | May 23, 2026 | |
Luvu: Your Desktop Pet Store/marketing art | Generative AI is used only for 2D marketing assets. | TeamLoop | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | May 23, 2026 | |
Spider Monkey Unclear | I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI | Chosen Masters Games | - | May 23, 2026 | |
Keg & Quest In-game content arttext | This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay. | Piotr Mikosiński | 12 | May 23, 2026 | |
Witherbound In-game content audio | We use generative AI tools during development to create certain pre-rendered audio assets (sound effects and background music). We ensure that prompts do not reference copyrighted works, artists, or specific intellectual property. We use commercially licensed AI services and comply with their terms of service. | Wipe Labs | - | May 23, 2026 | |
PlayZone In-game content art | Due to its independent development, this game makes limited use of AI to generate images and model materials | MagicBox魔盒 | - | 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 | |
Gardenhood In-game content art | Some of the in-game icons and some of the store page's marketing material have been created using generative AI. | Frojo | - | May 23, 2026 | |
WIRED TOKYO In-game content artaudiotextcode | I use generation AI for some original assets during the production process. Less than 1% of the total. | Daikichi_EMP | - | May 23, 2026 | |
Jackpot Buffalo Slots In-game content art | Some of the game's visual elements were created using AI tools during the development stage (for example, the design of Albums). Artists manually refined all such materials. Generative AI is not used in the gameplay and does not generate any content during the game. | KamaGames Entertainment Group Limited | 70 | May 23, 2026 | |
Real Life: Dorm Affairs In-game content audio | The game includes only a few background radio tracks and some NPC voice lines created with the help of AI tools, which will be replaced in future updates. | TRWB | - | May 23, 2026 | |
鹦鹉团 Live AI artaudio | This game is an AI-driven virtual idol rhythm and stage performance music game, allowing AI to generate and create virtual idol characters, backgrounds, songs, and more in real time. Relevant content has been set with content filtering and review to ensure that all generated content complies with game design and community standards. | 金塞纳 | - | May 23, 2026 | |
Cargo, Please! Store/marketing art | Capsule artwork generated with AI assistance. | Cyber752 Games | - | May 23, 2026 | |
Motocross The Force Store/marketing art | Minimal use of AI to enhance some store artwork. | SHANGHAI CHAPEROT SCIENCE AND TECHNOLOGY CO., LTD. | - | May 23, 2026 | |
Brewgether Dev only code | AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging | Coop Factory | - | May 23, 2026 | |
Arcane Souls In-game content art | Generative AI was used during the development of Arcane Souls to create and iterate on visual assets, specifically the game's icon, logo elements, and UI concepts. All AI-generated content has been manually reviewed, curated, and edited to ensure it aligns with the game's artistic direction and does not violate any third-party rights or Steam’s community standards. | LightningStar | - | May 23, 2026 | |
The Last Bet In-game content art | Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services. | Bavita Studios | - | May 23, 2026 | |
Custom Hero vs Epic Boss Unclear art | Partial Arts Conceptualization | GohardD | - | May 23, 2026 | |
Lost Galaxy: Survivors In-game content arttext | This game uses generative AI tools for the creation of some non-gameplay content, including portions of promotional artwork, visual concepts, and certain localized translations.
All gameplay systems, programming, game design, balancing, and the final integration of assets are created and curated by the developer. AI-generated content is reviewed, edited, and refined before being used in the game or store materials. | Jorge Osbaldo Rodriguez | - | May 23, 2026 | |
Erehwon Dev only code | We use generative AI for some parts of the code. | Knight of Karate | - | May 23, 2026 | |
FreeStyle Football 2 In-game content art | Generative AI was used to assist in the creation of certain game art assets, such as textures and UI elements. These assets were further refined and polished by our internal development team to ensure visual quality and consistency within the Unreal Engine environment. | WOORE | - | May 23, 2026 | |
Tank Havoc In-game content artaudio | This project is being developed by a small two-person team.
The use of AI tools in this project is strictly limited to the following assets:
- flag textures
- selected marketing assets and voice lines
We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows.
All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality. | Mad Missile | - | May 23, 2026 | |
Angels Die In-game content artaudiocode | I have used AI tools to produce code, images and music for the game. | Simulators Mainly | - | May 23, 2026 | |
WonderKing Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | dreamideasoft | 357 | May 23, 2026 | |
Embers of the Uncrowned In-game content arttext | During the development and live service of the game, AI-based tools may be utilized to support in game visual content creation, marketing materials, live chat translation features, and partial in-game dialogue and script localization.
In all such cases and regardless of the workflow, the final product is a reflection of our own development team's creativity and artistic expression. | NEXON | - | May 23, 2026 | |
Deadtime Defenders 2 Dev only | As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team. | Arcane Embers | - | May 23, 2026 | |
Red Horizon In-game content audio | To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision. | Fullscale Interactive | - | May 23, 2026 | |
Bruisers 2D Boxing In-game content audio | Some voices, prompted some cutscene backgrounds. | FunOldGames | - | May 23, 2026 | |
Pickle Panic In-game content text | AI was used to assist with localization of the game and store page into 13 languages. All translations were manually reviewed. | Nonfigure Studio | - | May 23, 2026 | |
Aurora Directive In-game content arttextaudio | The current version of the game utilizes a variety of AI-assisted / AI-generated assets to support its development. My intent is to eventually replace or further polish as many of these assets as is feasible during the Early Access journey, though this remains a long-term aspiration.
- 2D Assets: Some character portraits, backgrounds, minor textures, and store artwork are generated or enhanced using AI (e.g. style transfer from custom 3D renders and upscaling). These assets are further edited and integrated manually.
- Narrative Slides: Images used in story sequences are AI-generated and used with minimal or no manual modification.
- Voice Acting: Dialogue voiceovers use text-to-speech (TTS).
- Text: Store descriptions, in-game text, and dialogue are written by the developer and refined using AI tools for clarity, consistency, and phrasing (e.g. tooltips and ability descriptions). | Breakdown Police Games | - | May 23, 2026 | |
Offland In-game content art | I use AI in this project for generation of some static art assets such as title screens, UI elements, Steam store assets, item images in inventory, and the large world map.
AI is NOT used for generating the engine-rendered gameplay, with exception of an image of an item dropped to the ground.
All environment tiles, objects and decorations, as well as animated entities (humans, monsters, etc) are generated by human artists.
This is a very demanding project; should I get more money and access to artists, ideally I would replace all AI assets. Ideally... | Second Variety Games | - | May 23, 2026 | |
Dragon Fields In-game content artcode | We used AI in some of the UI assets of the game. It was used for ideas as well as to generate some of the icons that would then be cleaned up by us and added in.
Our main programmer didn't use any AI for code, but our newbie programmer did use it to help with learning code and to develop/help with smaller portions of the game. | PhatRobit | - | May 23, 2026 | |
Cuddle Corner Store/marketing text | All community Steam assets and localizations on this store page have been meticulously created using AI tools. | Dango Dynamics | - | May 23, 2026 | |
Pizza Oof! In-game content arttext | Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services. | Newmatic Co., Ltd. | - | May 23, 2026 | |
Kanka In-game content text | Store page localizations, in-game subtitles and localizations. | Zupti | - | May 23, 2026 | |
Black Powder Magic In-game content text | Localization for languages other than English and Estonian has been generated with help of AI. | Teekond | - | May 23, 2026 | |
Train Goes Right Unclear text | Text translations. | Molecular Cohesion | - | May 23, 2026 | |
Gridiron Masters '98 In-game content art | About 98% of the art assets in this game are human authored. 100% are human edited.
Which assets used ai:
-7 pro logos that could not be satisfied with dev skills or outsourcing
-The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate.
-The studio background and suit.
-The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites. | Software98 | 22 | May 23, 2026 | |
AION 2 In-game content art | Some in-game assets were created with the assistance of AI tools.
Arcana card designs and some icons use AI-generated assets. | NC | - | May 23, 2026 | |
Peagrove Noir In-game content audio | Voice lines for dialogue. | LUX Story Forge | - | May 23, 2026 |