Generative AI was used in-part to draft and edit the codebase.
- Creator
- Joshua Hanneson
- Reviews
- -
- Added
- Mar 18, 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.
Generative AI was used in-part to draft and edit the codebase.
As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island. This includes: Assisting in the creation of certain UI elements Helping with coding learning and a small number of the sound effects Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects. All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation. No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated.
AI tools applied in multilingual localization processes.
The in-game videos in the (demo) version of the game were generated using AI.
The game's cover photos were generated by artificial intelligence. Some of the texture images in the game's content were also generated by artificial intelligence.
Some of the graphics were created with generative AI.
AI is utilized solely for design references and inspiration. All final in-game assets are manually created.
No AI was used to create the game's visual assets or music No AI is used to generate content during gameplay AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content.
- Auxiliary codes (like bug fixes) - Study codes (big scripts bases)
Logo is generated by AI.
This game uses AI for animation rigging and some image assets
Some visual and text elements in this game were created with the help of AI tools during development. No real-time AI is used during gameplay. All AI-assisted content has been reviewed, modified and approved by the developer.
We used a mix of real voice actors and AI-generated voices.
Часть музыкального сопровождения в игре создана с использованием инструмента SUNO. Шрифт логотипа был изменен с помощью инструментов генеративного ИИ.
The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video.
The visual and musical components are created using AI.
AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
AI is used to translate the store page.
Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
The development process involved AI-assisted proofreading and a third-party plugin for AI translation.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Generative AI is occasionally used for promotional content outside the game, but does not influence gameplay or story decisions.
Character art and some UI elements.
The development process of the game used AI to generate backgrounds, characters images, and other images such as items for hidden objects, runes for match-3, and jigsaw images. Game logo was partially generated with AI. Additionally, AI was used to generate voice-overs and some part of localizations into french and German.
Image banners in ABOUT THIS GAME section of store page, game icon, achievement icons. In-game, item icons and painting objects, voice of demons.
We've used AI to generate all of the voice acting for the characters in the game. However, it was also heavily manually edited and remastered by our team members (100% humans guaranteed) before reaching your ears.
This game uses generative AI technology for a small portion of its 3D models.
Some artwork on the store page is created using generative AI tools. This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds. No AI is used to generate content or make decisions during gameplay.
Some visual content in this game was created or refined with the assistance of AI-based technologies
Echoes of the Rest uses AI to enhance the player experience. AI is used to generate in-game character voices, environmental textures, and certain narrative elements, making each playthrough feel dynamic and immersive.
Used AI assistance for some images.
TRPG식 진행으로 게임마스터가 AI임
Some User-Interfaces and Icon assets are derived from generative artificial intelligence.
some textures are made by Jimeng Ai
Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running.
AI tools were used only for marketing materials (trailer). No AI-generated content appears in the game itself.
In glameplay the pictures and posters are pre-generated by AI
AI Usage in Content Generation : Portraits and Illustrations: Initial portrait concepts are generated using AI tools. These generated images are then extensively modified, redrawn, and finished manually in Krita and Photoshop using a graphics tablet to ensure compliance with the game's artistic direction. Characters (3D Models): AI generative tools are used solely to create the base mesh for character models. These bases are subsequently refined, resculpted, remeshed, unwrapped, retextured, and animated using traditional softwares. Audio: All voiceovers and musical tracks are fully generated by Artificial Intelligence tools.
Only Store Page's materials created by ai.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Some of the promotional materials in the game are generated using ai
Generative AI was used solely to assist with select background assets, exclusively through Adobe Firefly, a rights-cleared tool. No AI content is generated in real time during gameplay.
AI tools were used to create assets for the game.
We utilized generative AI to create the game’s intro video, as well as to assist in the production of minor in-game assets such as handwritten notes, paintings, and certain textures. These tools were used to enhance visual variety and accelerate asset creation, while all core gameplay elements, design decisions, and final integrations were handled and refined by the development team.
This game and its marketing materials include AI-assisted assets refined to fit the creative vision.
Some images on the store page have been created using artificial intelligence.
AI helped me create the game logo, steam store pictures and a tiny help with notes text
Generative AI is used to generate texture of certain models
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ghostie Town Dev only code | Generative AI was used in-part to draft and edit the codebase. | Joshua Hanneson | - | Mar 18, 2026 | |
Anomaly Island In-game content artaudiocode | As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island.
This includes:
Assisting in the creation of certain UI elements
Helping with coding learning and a small number of the sound effects
Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use
All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects.
All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation.
No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated. | DreamsmithGames | - | Mar 18, 2026 | |
WEB STORIES: Graveyard Protocol In-game content text | AI tools applied in multilingual localization processes. | Andes Interactive | - | Mar 18, 2026 | |
Memories To Kill - The Silent Chalet In-game content art | The in-game videos in the (demo) version of the game were generated using AI. | Lone Lantern Games | - | Mar 18, 2026 | |
Phantom of the Lily In-game content art | The game's cover photos were generated by artificial intelligence.
Some of the texture images in the game's content were also generated by artificial intelligence. | Rolling Spikes | - | Mar 18, 2026 | |
Estória In-game content art | Some of the graphics were created with generative AI. | Jonathan Jahnke | - | Mar 18, 2026 | |
RATNAVATI: Curse of Bhangarh In-game content art | AI is utilized solely for design references and inspiration. All final in-game assets are manually created. | LeZit Games | - | Mar 18, 2026 | |
GlagStone Dev only | No AI was used to create the game's visual assets or music
No AI is used to generate content during gameplay
AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content. | Valerii Krasnoselskii | - | Mar 18, 2026 | |
The Last Map Dev only code | - Auxiliary codes (like bug fixes)
- Study codes (big scripts bases) | Pinster Games | - | Mar 18, 2026 | |
Arnie's Maze Store/marketing art | Logo is generated by AI. | Szymon Krawczak | - | Mar 18, 2026 | |
Poreia In-game content art | This game uses AI for animation rigging and some image assets | ARDORBIT | - | Mar 18, 2026 | |
Cold Decree In-game content arttext | Some visual and text elements in this game were created with the help of AI tools during development.
No real-time AI is used during gameplay.
All AI-assisted content has been reviewed, modified and approved by the developer. | Kadir AKKAS | - | Mar 18, 2026 | |
Tales of Fear - Episode Zero In-game content audio | We used a mix of real voice actors and AI-generated voices. | MediaTale | - | Mar 18, 2026 | |
Обо: Шоу Теней In-game content audioart | Часть музыкального сопровождения в игре создана с использованием инструмента SUNO.
Шрифт логотипа был изменен с помощью инструментов генеративного ИИ. | Julliet | 20 | Mar 18, 2026 | |
Ergenekon Store/marketing art | The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video. | Cihan Ürtekin | - | Mar 18, 2026 | |
Summer Forever In-game content artaudio | The visual and musical components are created using AI. | Andrei Salov | - | Mar 18, 2026 | |
Remedy for Personality In-game content artaudio | AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it. | Mertvitel & Partners | - | Mar 18, 2026 | |
ORMUS In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Chris Vice | - | Mar 18, 2026 | |
Untold Cases - Stillwater Lake In-game content text | AI is used to translate the store page. | Alex Le Mesurier | - | Mar 18, 2026 | |
The Forest Watches In-game content audioart | Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted. | RanSio | - | Mar 18, 2026 | |
Mourningwood Lodge:Pray In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | - | Mar 18, 2026 | |
The Last Lodge In-game content text | The development process involved AI-assisted proofreading and a third-party plugin for AI translation. | Kusppy Studios | 30 | Mar 18, 2026 | |
Mystery Phantoms : Ghostly Secrets Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Mar 18, 2026 | |
Asylum 1966 In-game content art | Generative AI is occasionally used for promotional content outside the game, but does not influence gameplay or story decisions. | Venom Software | - | Mar 18, 2026 | |
Soulblade: Dawnbreaker In-game content art | Character art and some UI elements. | 意远工作室 | - | Mar 18, 2026 | |
Christmas Yarn 4: Blessing Star In-game content artaudiotext | The development process of the game used AI to generate backgrounds, characters images, and other images such as items for hidden objects, runes for match-3, and jigsaw images. Game logo was partially generated with AI. Additionally, AI was used to generate voice-overs and some part of localizations into french and German. | Ironcode Gaming | - | Mar 18, 2026 | |
We need a doorman. In-game content artaudio | Image banners in ABOUT THIS GAME section of store page, game icon, achievement icons.
In-game, item icons and painting objects, voice of demons. | Broken Toilet Games | 21 | Mar 18, 2026 | |
Tammuz: Blood & Sand In-game content audio | We've used AI to generate all of the voice acting for the characters in the game. However, it was also heavily manually edited and remastered by our team members (100% humans guaranteed) before reaching your ears. | Bad GOAT Studio | - | Mar 18, 2026 | |
GogRun In-game content art | This game uses generative AI technology for a small portion of its 3D models. | Cockroach Studio | - | Mar 18, 2026 | |
Tatvalok In-game content art | Some artwork on the store page is created using generative AI tools.
This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds.
No AI is used to generate content or make decisions during gameplay. | Suryansh Garg | - | Mar 18, 2026 | |
Phantasmal Exosteel In-game content art | Some visual content in this game was created or refined with the assistance of AI-based technologies | Spiralix Corporation | - | Mar 18, 2026 | |
Echoes of the Rest In-game content audioarttext | Echoes of the Rest uses AI to enhance the player experience. AI is used to generate in-game character voices, environmental textures, and certain narrative elements, making each playthrough feel dynamic and immersive. | Feronline Games | - | Mar 18, 2026 | |
Mommy don't hurt me mommy don't hurt me mommy don't hurt me Unclear art | Used AI assistance for some images. | Igor Cunev | - | Mar 18, 2026 | |
Zero Century Live AI text | TRPG식 진행으로 게임마스터가 AI임 | Beff Inc. | - | Mar 18, 2026 | |
宿管少女☆不会被坑 In-game content art | Some User-Interfaces and Icon assets are derived from generative artificial intelligence. | Doufu Studio | - | Mar 18, 2026 | |
Ghost Eye (DEMO) In-game content art | some textures are made by Jimeng Ai | 2ndDream Studio | - | Mar 18, 2026 | |
Relics of Wayne: Greymoor In-game content artaudiotext | Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running. | Blackroot Games | - | Mar 18, 2026 | |
fCorvus Store/marketing art | AI tools were used only for marketing materials (trailer). No AI-generated content appears in the game itself. | fShark Games | - | Mar 18, 2026 | |
SISTER RED In-game content art | In glameplay the pictures and posters are pre-generated by AI | bAd Bunny Games | - | Mar 18, 2026 | |
Navy Island Confidential In-game content artaudio | AI Usage in Content Generation :
Portraits and Illustrations: Initial portrait concepts are generated using AI tools. These generated images are then extensively modified, redrawn, and finished manually in Krita and Photoshop using a graphics tablet to ensure compliance with the game's artistic direction.
Characters (3D Models): AI generative tools are used solely to create the base mesh for character models. These bases are subsequently refined, resculpted, remeshed, unwrapped, retextured, and animated using traditional softwares.
Audio: All voiceovers and musical tracks are fully generated by Artificial Intelligence tools. | Jérôme Lemarchand | - | Mar 18, 2026 | |
Core Destroyer general | Only Store Page's materials created by ai. | cnsgames | - | Mar 18, 2026 | |
Doctor Visit In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
金宵公寓事件 Store/marketing art | Some of the promotional materials in the game are generated using ai | Buddy Studio | 27 | Mar 18, 2026 | |
久我山栞の死様手帖 In-game content art | Generative AI was used solely to assist with select background assets, exclusively through Adobe Firefly, a rights-cleared tool.
No AI content is generated in real time during gameplay. | Laplacian | 740 | Mar 18, 2026 | |
Dancing Inn In-game content artaudiotext | AI tools were used to create assets for the game. | Falconetti Games | - | Mar 18, 2026 | |
Kashtah In-game content art | We utilized generative AI to create the game’s intro video, as well as to assist in the production of minor in-game assets such as handwritten notes, paintings, and certain textures. These tools were used to enhance visual variety and accelerate asset creation, while all core gameplay elements, design decisions, and final integrations were handled and refined by the development team. | Dannana Gaming | - | Mar 18, 2026 | |
The Gallery: VR Secrets Store/marketing art | This game and its marketing materials include AI-assisted assets refined to fit the creative vision. | NanningsGames | - | Mar 18, 2026 | |
Among Paws Store/marketing art | Some images on the store page have been created using artificial intelligence. | HOGO Games | - | Mar 18, 2026 | |
Escape The Labyrinth Store/marketing arttext | AI helped me create the game logo, steam store pictures and a tiny help with notes text | Matteo Innusa | - | Mar 18, 2026 | |
取件码 In-game content art | Generative AI is used to generate texture of certain models | Michi Games | - | Mar 18, 2026 |