AI was used in the creation of store assets for marketing purposes.
- Creator
- 8bit 'n More
- Reviews
- -
- Added
- Aug 5, 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.
AI was used in the creation of store assets for marketing purposes.
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
Some placeholder assets in the current build were created with AI image tools.
Some models and music are generated by AI.
Certain Audio and UI Elements were generated or heavily assisted through AI generation.
All marketing and content translations, except for English and Turkish, are AI-generated.
We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay.
Loot Survivors is made by one person. I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text. Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work. Nothing is generated while you play. All content ships inside the build.
Cards art was done with Generative AI. The background art, win/lose/tie screens, and several effect images
This game uses AI generated images.
Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets.
Some visual assets and UI elements were created with the assistance of AI tools during development. When you are trapped inside a machine, you must use the machine's tools. We are sorry. It was the only way to reach you.
Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
Some icons were generated using AI.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Some in-game backgrounds and icons, as well as icons in the game preview thumbnails.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
1. Game Logo (Marketing / Store Page Asset) The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself 2. Player Battle Armor Voice (In-Game Audio) The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Used to assist with the codebase that runs this game.
AI was used to create character art, splashes, and maps. Includes additional music and codes.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code. All output was reviewed and edited by the developer. The game does not generate AI content while running. Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look. Coding of the game involved AI models for the purpose of quality control.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles. 3D art: Made by a professional artist. No AI. Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work. Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues. Illustrations: Not in the game yet. They will be commissioned from professional artists.
This game contains content created with generative AI, including some monster assets, some icons, the title BGM, and translations.
Some artwork in this game was edited with the assistance of generative AI tools as part of the development process.
AI was used to assist in code and the music is AI generated for now, however the shitty art is all home made!
The store page and promotional images for VoxCaster were made with the help of generative AI tools. The game itself contains no real-time AI-generated content. All AI-assisted art is human-reviewed.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
OpenAI tools were used during development for coding assistance and for creating or editing some visual/video assets. All shipped content was reviewed/edited by the developer. The game does not include live-generated AI content.
Generative AI was used as a supporting tool for localization in some languages. All AI-assisted translations were reviewed and edited by the development team. No AI-generated content is created in real time during gameplay.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic. Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
Pre-generated generative AI was used to create selected Steam store-page and library marketing images based on original in-game screenshots, character designs and branding supplied by the developers.
Aquasushi Cat was created in collaboration between a human developer and AI tools. • Music and songs were generated locally using AI (ComfyUI). • Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude). • The in-game localization (English and Japanese) and store text were produced with AI assistance. • A small number of sound effects were AI-generated; most sounds were recorded by the developer. All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay.
Some sound effects, written content, and artwork were generated with AI and then manually edited and refined.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
The game contains AI-generated assets.
applying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
AI makes game better visual effect and gameplay logic.
All content was created using AI.
This game was developed with the assistance of generative AI tools. Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration. The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
Some sound effects materials are generated using artificial intelligence technology
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
Note: some imagery for the store page, in-game and marketing is pre-rendered by AI.
Shadow Slayer is built almost entirely in code. The character and enemy art is drawn procedurally as vector graphics, and the sound effects and adaptive music layers are synthesized in real time in the browser - none of that is AI-generated. Generative AI tools were used to help create some of the content that ships with the game: - Music: several of the recorded background-music tracks were produced with the help of generative AI music tools. - Localization: the non-English translations were produced with AI-assisted translation and reviewed by the developer. - Store page & marketing images: some capsule/promotional artwork was created with generative AI image tools. All AI-assisted content was selected, edited, and integrated by a human developer. No AI content is generated live while you play - everything ships pre-made and reviewed.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Idle Titans Store/marketing art | AI was used in the creation of store assets for marketing purposes. | 8bit 'n More | - | Aug 5, 2026 | |
Gloom Delve In-game content text | GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems. | UNiT Studios | - | Aug 5, 2026 | |
Novanoom art | Some placeholder assets in the current build were
created with AI image tools. | Wavemyth | - | Aug 5, 2026 | |
Nox Meld In-game content artaudio | Some models and music are generated by AI. | FSTGame | - | Aug 5, 2026 | |
Arena of the Forge In-game content audioart | Certain Audio and UI Elements were generated or heavily assisted through AI generation. | SHIGH Games | - | Aug 4, 2026 | |
White Dwarf In-game content text | All marketing and content translations, except for English and Turkish, are AI-generated. | Fortytwo | - | Aug 4, 2026 | |
DuckShot Bros In-game content text | We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay. | PTLH | - | Aug 4, 2026 | |
Loot Survivors In-game content arttext | Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build. | Banana | - | Aug 4, 2026 | |
Siege In-game content art | Cards art was done with Generative AI.
The background art, win/lose/tie screens, and several effect images | Emas | - | Aug 4, 2026 | |
Elemental Wizard Unclear art | This game uses AI generated images. | LPD | - | Aug 4, 2026 | |
Nightmare Owl In-game content art | Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets. | Backbreaker games | - | Aug 3, 2026 | |
MECCHA ROGUE In-game content art | Some visual assets and UI elements were created with the assistance of AI tools during development.
When you are trapped inside a machine, you must use the machine's tools.
We are sorry. It was the only way to reach you. | We Are | - | Aug 2, 2026 | |
Memory Cyphers In-game content art | Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay. | Brain Soda Games | - | Aug 2, 2026 | |
Floors of Fury In-game content artaudio | Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay. | Almost Orbit | - | Aug 2, 2026 | |
The Loomsong Chronicle Idle In-game content artaudiocode | AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game. | Nitrocodon Dynamics | - | Aug 2, 2026 | |
A Volta Dos Que Não Foram In-game content art | Some icons were generated using AI. | Dellamarque Productions | - | Aug 2, 2026 | |
BIS In-game content arttext | Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running. | Sward Solutions AB | - | Aug 2, 2026 | |
敵国工場への潜入 In-game content art | Some in-game backgrounds and icons, as well as icons in the game preview thumbnails. | Asaruto | - | Aug 2, 2026 | |
Grainhold Store/marketing art | Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence. | CreakGames | - | Aug 2, 2026 | |
Crownhold In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 1, 2026 | |
The Jacksaw Rift War In-game content artaudio | 1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions). | Samuel Botha | - | Aug 1, 2026 | |
Slimeshot Dev only code | Used to assist with the codebase that runs this game. | devoidsloth | - | Aug 1, 2026 | |
Ascend Pixel Dungeon In-game content artaudiocode | AI was used to create character art, splashes, and maps. Includes additional music and codes. | Heaven's door | - | Aug 1, 2026 | |
Palisade In-game content textcode | Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI. | Aulot Games | - | Aug 1, 2026 | |
小狗不上班 In-game content art | Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service. | Medui Studio | - | Aug 1, 2026 | |
Hive and Harvest In-game content artcode | Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look.
Coding of the game involved AI models for the purpose of quality control. | Sundrop Games | - | Aug 1, 2026 | |
Hiss or Miss In-game content art | This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay. | DreamWell | - | Aug 1, 2026 | |
Morancairn: The Silent Wake Dev only codetext | Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists. | Aether Codex | - | Aug 1, 2026 | |
Damn Adventure In-game content artaudiotext | This game contains content created with generative AI, including some monster assets, some icons, the title BGM, and translations. | Hansan Game | - | Aug 1, 2026 | |
Mega Dig In-game content art | Some artwork in this game was edited with the assistance of generative AI tools as part of the development process. | Sergey Bedrosyants | - | Aug 1, 2026 | |
Warlockle In-game content artaudio | AI was used to assist in code and the music is AI generated for now, however the shitty art is all home made! | Andr335b | - | Aug 1, 2026 | |
VoxCaster Store/marketing art | The store page and promotional images for VoxCaster were made with the help of generative AI tools. The game itself contains no real-time AI-generated content. All AI-assisted art is human-reviewed. | Busu Gaming Studio | - | Aug 1, 2026 | |
三国无界 Store/marketing art | Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services. | WU HUI CHEN | - | Aug 1, 2026 | |
BallsCommander In-game content art | OpenAI tools were used during development for coding assistance and for creating or editing some visual/video assets. All shipped content was reviewed/edited by the developer. The game does not include live-generated AI content. | TobselGames | - | Aug 1, 2026 | |
Lockey In-game content text | Generative AI was used as a supporting tool for localization in some languages. All AI-assisted translations were reviewed and edited by the development team. No AI-generated content is created in real time during gameplay. | SLIP4RS | 24 | Aug 1, 2026 | |
Kernel Override In-game content art | Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release. | Crimson Riff Games | - | Aug 1, 2026 | |
Skill Club In-game content art | Pre-generated generative AI was used to create selected Steam store-page and library marketing images based on original in-game screenshots, character designs and branding supplied by the developers. | Sigmaro Studios | - | Aug 1, 2026 | |
Aquasushi Cat In-game content audiocodetext | Aquasushi Cat was created in collaboration between a human developer and AI tools.
• Music and songs were generated locally using AI (ComfyUI).
• Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude).
• The in-game localization (English and Japanese) and store text were produced with AI assistance.
• A small number of sound effects were AI-generated; most sounds were recorded by the developer.
All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay. | Studio Bachfisch | - | Jul 31, 2026 | |
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Gemfire Survival Store/marketing codetext | Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Jul 30, 2026 | |
Pawcel: Bounce In-game content | The game contains AI-generated assets. | Bauta Studio | - | Jul 30, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
NEON FORTRESS Unclear | AI makes game better visual effect and gameplay logic. | tangcq | - | Jul 30, 2026 | |
Oh No! I’m Surrounded by Polygons! In-game content artaudiocodetext | All content was created using AI. | mex | - | Jul 30, 2026 | |
BRAWLZERK In-game content arttext | This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input. | Reforbli | - | Jul 30, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
企鹅塔防Penguin TD In-game content audio | Some sound effects materials are generated using artificial intelligence technology | ELGoods | - | Jul 30, 2026 | |
Gunmetal Orbit In-game content artaudio | Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play. | Austin Spraggins | - | Jul 30, 2026 | |
Blue Guy Must Die In-game content art | Note: some imagery for the store page, in-game and marketing is pre-rendered by AI. | Gravistar Games | - | Jul 30, 2026 | |
Shadow Slayer | Shadow Slayer is built almost entirely in code. The character and enemy art is
drawn procedurally as vector graphics, and the sound effects and adaptive music
layers are synthesized in real time in the browser - none of that is AI-generated.
Generative AI tools were used to help create some of the content that ships with
the game:
- Music: several of the recorded background-music tracks were produced with the
help of generative AI music tools.
- Localization: the non-English translations were produced with AI-assisted
translation and reviewed by the developer.
- Store page & marketing images: some capsule/promotional artwork was created
with generative AI image tools.
All AI-assisted content was selected, edited, and integrated by a human
developer. No AI content is generated live while you play - everything ships
pre-made and reviewed. | Solvaris | - | Jul 30, 2026 |