Some characters and backgrounds were designed using AI.
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- Gorgeous Game
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- Aug 5, 2026
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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.
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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 characters and backgrounds were designed using AI.
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.
A few small things like code organization & small images.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself.
This game used generative AI as an assistive tool during development to help create some art assets and promotional materials. All AI-generated content was selected, modified, integrated, and quality-checked by the developer before being included in the final product. The game’s story, world-building, character design, gameplay systems, programming, and overall creative direction are original works designed and produced by the developer.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects. All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
some 3D objects,bgm,voice for npc were generated using AI
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion. The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
Generative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation
Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects.
Some of the game’s visual assets were created with the assistance of generative AI. All generated artwork is reviewed, edited, refined, and adapted by the development team to maintain a consistent visual identity and ensure that it matches the game’s artistic direction and design choices. This approach was necessary due to the high cost of commissioning the full amount of artwork required from one or more professional artists or illustrators. Using AI-assisted tools helped keep the project financially viable, speed up production, and bring the game to players sooner while preserving a cohesive and recognizable style.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay.
Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release.
Some in game images of characters and items were created using artificial intelligence.
AI was used in the creation of store assets for marketing purposes.
The text and voice of NPCs are generated by AI
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.
Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
- All in-game art was hand-drawn by several artists - The game cover and logo were hand-drawn by an artist - Translations from English into other languages were partially done using artificial intelligence, because hiring professional translators is expensive for us, and they often rely heavily on AI for their translations. So if you notice an error in the text, please let us know so we can correct it. - Some of the background music was created using AI
Some models and music are generated by AI.
Code generation and quality assurance testing/reporting.
Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping. All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions.
Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer. All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes. No content is generated by AI while you play.
Generative AI tools were used during development to assist with creating some 2D art assets, including certain environment backgrounds, UI decorations, item icons, and store promotional images. All AI-assisted content was reviewed, edited, and integrated by the developer as pre-generated game assets. The game does not generate AI content during gameplay or send player input or personal data to generative AI services.
Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
AI was used to generate code and art assets.
Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay.
AI tools were used during development for programming assistance, and multilingual localization.
Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer.
This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction.
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.
To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background.
This game uses AI generated images.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Generative AI was used for text proofreading on the Steam store page and to assist in creating Steam capsule artwork.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
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.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Game code and some sound effects were created using generative AI. All art and music were created by very talented people.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gorgeous Legion In-game content art | Some characters and backgrounds were designed using AI. | Gorgeous Game | - | Aug 5, 2026 | |
Verlicia Saga 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 5, 2026 | |
Group Idlemen Dev only artcode | A few small things like code organization & small images. | GroupIdlemen | - | Aug 5, 2026 | |
The Last Message In-game content art | AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me. | Hedy | - | Aug 5, 2026 | |
DeadTide Store/marketing arttext | The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself. | Emexis Games | - | Aug 5, 2026 | |
負可敵國,債晶傳奇 In-game content art | This game used generative AI as an assistive tool during development to help create some art assets and promotional materials. All AI-generated content was selected, modified, integrated, and quality-checked by the developer before being included in the final product. The game’s story, world-building, character design, gameplay systems, programming, and overall creative direction are original works designed and produced by the developer. | Kumo Studio | - | Aug 5, 2026 | |
Card&Dungeon In-game content arttextaudio | Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services. | SDBD Studio | - | Aug 5, 2026 | |
Helisar: The last Rite In-game content text | At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release. | NVarc | - | Aug 5, 2026 | |
Project R In-game content artaudiotext | some 3D objects,bgm,voice for npc were generated using AI | Kajiya Dev | - | Aug 5, 2026 | |
Death to Demons In-game content art | Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content. | Stabalot Games LLC | - | Aug 5, 2026 | |
OtherWorld: Infinite Loop In-game content text | Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material. | Vegecat Games | - | Aug 5, 2026 | |
The Helios Accord In-game content text | Generative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation | ZOA LLC | - | Aug 5, 2026 | |
狂赌转轮 Store/marketing artcode | Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects. | lv12games | - | Aug 5, 2026 | |
Mercenary Guild Manager In-game content art | Some of the game’s visual assets were created with the assistance of generative AI. All generated artwork is reviewed, edited, refined, and adapted by the development team to maintain a consistent visual identity and ensure that it matches the game’s artistic direction and design choices.
This approach was necessary due to the high cost of commissioning the full amount of artwork required from one or more professional artists or illustrators. Using AI-assisted tools helped keep the project financially viable, speed up production, and bring the game to players sooner while preserving a cohesive and recognizable style. | Code Dunamis | - | Aug 5, 2026 | |
Soulforge Legends In-game content art | Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service. | RaBBiT Studios | - | Aug 5, 2026 | |
Chess Army In-game content text | These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future. | ChaNoCreArt | - | Aug 5, 2026 | |
Arcane Abyss In-game content art | Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay. | SSF Works | - | Aug 5, 2026 | |
Harvest Them In-game content artaudiotext | Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game. | FromDown Games | - | Aug 5, 2026 | |
aimRPG In-game content art | A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release. | crin | - | Aug 5, 2026 | |
Eternal Levels In-game content art | Some in game images of characters and items were created using artificial intelligence. | Iohiko Colina | - | Aug 5, 2026 | |
Idle Titans Store/marketing art | AI was used in the creation of store assets for marketing purposes. | 8bit 'n More | - | Aug 5, 2026 | |
伴灵:我的AI室友不可能那么呆萌 In-game content textaudio | The text and voice of NPCs are generated by AI | 深圳市心翎科技有限公司 | - | 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 | |
My Life as a Spy Store/marketing art | Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play. | Rather Clever Studios | - | Aug 5, 2026 | |
PropAlive In-game content artaudio | During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics. | BFact Team | - | Aug 5, 2026 | |
Kron Wars In-game content art | Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime. | Alien Bulb | - | Aug 5, 2026 | |
DepthLoot In-game content textaudio | - All in-game art was hand-drawn by several artists
- The game cover and logo were hand-drawn by an artist
- Translations from English into other languages were partially done using artificial intelligence, because hiring professional translators is expensive for us, and they often rely heavily on AI for their translations. So if you notice an error in the text, please let us know so we can correct it.
- Some of the background music was created using AI | ValiantLight | - | Aug 5, 2026 | |
Nox Meld In-game content artaudio | Some models and music are generated by AI. | FSTGame | - | Aug 5, 2026 | |
EmergenHex Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 4, 2026 | |
Emergence In-game content arttextcode | Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping.
All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions. | Katagena Labs | - | Aug 4, 2026 | |
Korovany: A Dzhva-Year Dream In-game content textcode | Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer.
All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes.
No content is generated by AI while you play. | Tip-Top Studio | - | Aug 4, 2026 | |
Boar Knight In-game content art | Generative AI tools were used during development to assist with creating some 2D art assets, including certain environment backgrounds, UI decorations, item icons, and store promotional images. All AI-assisted content was reviewed, edited, and integrated by the developer as pre-generated game assets. The game does not generate AI content during gameplay or send player input or personal data to generative AI services. | 偶尔不帅 | - | Aug 4, 2026 | |
BoardboundHeroes In-game content artaudio | Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime. | Calvis Studio | - | Aug 4, 2026 | |
Koruzan In-game content art | Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime. | Koruzan Games | - | Aug 4, 2026 | |
Path of the Retired Adventurer In-game content artcode | AI was used to generate code and art assets. | Nightfeather Studio | - | Aug 4, 2026 | |
魔王诛杀 In-game content art | Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay. | Linqi Jiang | - | Aug 4, 2026 | |
Dive Log: A Focus Voyage In-game content text | AI tools were used during development for programming assistance, and multilingual localization. | Aegithalos Studio | - | Aug 4, 2026 | |
Farmer and Ghost In-game content art | Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer. | Lê Trang Hoàng Huy | - | Aug 4, 2026 | |
LIMINAL: Within In-game content art | This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction. | OntologyPlay | - | 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 | |
FATE PACK In-game content art | To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background. | RiseMinnow | - | Aug 4, 2026 | |
Elemental Wizard Unclear art | This game uses AI generated images. | LPD | - | Aug 4, 2026 | |
Escape the Umbra In-game content artaudio | Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay. | Tyborg | - | Aug 4, 2026 | |
Broken Dagger Store/marketing textart | Generative AI was used for text proofreading on the Steam store page and to assist in creating Steam capsule artwork. | Electro Soul Games | - | Aug 4, 2026 | |
RuinsEnd Store/marketing art | Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay. | Dungeon Builder Studios | - | Aug 2, 2026 | |
Man vs. Gary In-game content artaudiotext | Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | 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 | |
StorySmith Live AI text | StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same. | BigD Games | - | Aug 2, 2026 | |
Schizm In-game content codeaudio | Game code and some sound effects were created using generative AI. All art and music were created by very talented people. | Strombo Games | - | Aug 2, 2026 |