In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
- Creator
- Do Games Limited
- 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.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Some in-game resources were created using generative AI.
宣发图由 AI 参与创作,结合游戏世界观与核心玩法,生成风格统一、视觉张力拉满的宣传素材,直观呈现游戏魅力。 智能交互AI:适配你的玩法节奏:针对竞技或挑战类场景,AI对手/伙伴具备自适应战术调整能力:新手玩家体验时,AI会降低操作强度并提供引导提示;资深玩家进阶时,AI则会提升策略复杂度,甚至模拟真实玩家的战术习惯,带来更具挑战性的对抗体验。
A.I. was used to review code, and offer coding suggestions based on the Unity API.
Just in photo editing
Some of the visuals in this game were created with the help of AI-based tools to speed up the art process and visualize ideas more efficiently. However, all final designs were edited, refined, and color-corrected by artists to match the game tone and atmosphere. The goal was never to let AI make the art, but to use it as a creative tool like an extra brush in the process.
Some of the environment textures were generated using AI
Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures. No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game.
AI is used for store photos in this game.
This game uses generative AI technology for a small portion of its 3D models.
AI has been used during development to assist with creating images, text descriptions, and code. No AI-generated content is produced while the game is running.
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.
3D assets, sounds, graphics
Used AI assistance for some images.
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.
Localization (text and voice over) and logo of the game are made with AI. Some store front materials were made with AI.
Used for generating non-essential 2D image assets.
Artificial intelligence was used to create character images.
We used AI tools during the development process solely to assist in writing standard game scripts (coding assistance) and to generate musical notation for some background tracks. The game does not use any AI generation in real-time; all assets are pre-made.
This game makes limited use of generative artificial intelligence only for background music creation. AI was used solely to compose music tracks where the lyrics are in Sanskrit, a language for which affordable and practical production resources are extremely limited. All sound effects, environmental audio, voice elements, and dialogue are entirely human-made, created by my friends or sourced from free and licensed platforms such as YouTube, Soundly, and similar libraries. No AI was used for visuals, gameplay systems, writing, level design, or core creative direction. This project is my first commercial game, developed with very limited resources. If this game succeeds, I am fully committed to not using generative AI for audio or visual content in future projects, and to collaborating exclusively with human composers and artists. Thank you for supporting independent development.
AI Create Foto for games
This game does not use AI features that players can interact with. All gameplay systems and content are handcrafted and fully controlled by the developer. AI tools were only used during development to assist with asset creation and productivity, and are not present or accessible during gameplay.
Music by SunoAI
There is an optional 100% local and open source AI to create an antagonistic voice taunting the player based on their actions, which can be disabled entirely.
“Some promotional images include AI-assisted lighting, glow and post-processing.”
The game logo created using AI-based tools.
The game uses artificial intelligence to edit text and create some assets (sounds and sprites). 95% of the game's assets are not AI-generated.
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 utilizes a generative AI tool for the creation of its BGM (background music), some logos and localization. The data was pre-rendered by the developer during the game's development and integrated as final game assets before release. The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards.
Use of IA: - Speech from the Book of the Ancient - Last song - Some HUD elements
This game uses artificial intelligence to drive roleplaying of characters in the game.
Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software. All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design. The game itself does not generate or modify content in real time.
The story, narrative, and core implementation are entirely human-made. AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora). Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals. Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive.
This game uses generative AI for some character images.
Using artificial intelligence: Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert. This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer.
Logo was generated with AI.
This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction.
As a solo developer, I've used AI to generate a number of 3d models, textures, and images. Most have been modified after their generation to some extent.
AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio. All such materials were manually reviewed and approved by the development team. The final game does not rely on AI-generated content during gameplay.
Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay.
In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input. Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players.
AI was used to assist with asset and plugin development.
Generation of UI elements and music
Some visual and audio assets in this game were partially created or enhanced using generative AI tools under the developer’s supervision. All content has been reviewed and edited manually to ensure it fits the artistic style and atmosphere of the game. The game itself does not generate or use AI content in real time.
This game includes resources that are generated by using AI. (Textures, 3D Models, and Voice)
Some visual and textual elements used in the game's marketing materials were created with the assistance of artificial intelligence tools. No AI is used during gameplay, and all in-game content is designed and implemented manually.
The artist used artificial intelligence to create the capsule images
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
Partial art resources are completed with AI assistance.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
The Beast Within In-game content | Some in-game resources were created using generative AI. | MonoField Games | - | Mar 18, 2026 | |
剑中 Live AI arttext | 宣发图由 AI 参与创作,结合游戏世界观与核心玩法,生成风格统一、视觉张力拉满的宣传素材,直观呈现游戏魅力。
智能交互AI:适配你的玩法节奏:针对竞技或挑战类场景,AI对手/伙伴具备自适应战术调整能力:新手玩家体验时,AI会降低操作强度并提供引导提示;资深玩家进阶时,AI则会提升策略复杂度,甚至模拟真实玩家的战术习惯,带来更具挑战性的对抗体验。 | 石目网络 | - | Mar 18, 2026 | |
Graverobber Dev only code | A.I. was used to review code, and offer coding suggestions based on the Unity API. | batwimp | - | Mar 18, 2026 | |
6-7 Nights At Vicente's Store/marketing art | Just in photo editing | Haze | - | Mar 18, 2026 | |
Press to Cry In-game content art | Some of the visuals in this game were created with the help of AI-based tools to speed up the art process and visualize ideas more efficiently.
However, all final designs were edited, refined, and color-corrected by artists to match the game tone and atmosphere.
The goal was never to let AI make the art, but to use it as a creative tool like an extra brush in the process. | Hazan Games | - | Mar 18, 2026 | |
Death Imminent In-game content art | Some of the environment textures were generated using AI | Paal Games | - | Mar 18, 2026 | |
Alteration In-game content arttext | Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures.
No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game. | Asteria Interactive | - | Mar 18, 2026 | |
Dark Night Endless Tales : Bitter Forest Store/marketing art | AI is used for store photos in this game. | Inat | - | 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 | |
The Entity Within Dev only arttextcode | AI has been used during development to assist with creating images, text descriptions, and code. No AI-generated content is produced while the game is running. | MightyCodeDragon | - | 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 | |
Bagnomor Unclear artaudio | 3D assets, sounds, graphics | Bagnodev | - | 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 | |
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 | |
Fear Frame In-game content textart | Localization (text and voice over) and logo of the game are made with AI. Some store front materials were made with AI. | DESIGNER | - | Mar 18, 2026 | |
協力イマーシブアドベンチャー 月狐館の呪霊 In-game content art | Used for generating non-essential 2D image assets. | さざなみゲームス | - | Mar 18, 2026 | |
No, I'm not a Voenkom In-game content art | Artificial intelligence was used to create character images. | Pine Games | 101 | Mar 18, 2026 | |
Bunker KYS In-game content codeaudio | We used AI tools during the development process solely to assist in writing standard game scripts (coding assistance) and to generate musical notation for some background tracks. The game does not use any AI generation in real-time; all assets are pre-made. | Hitek Games | - | Mar 18, 2026 | |
Forgotten Villa In-game content audio | This game makes limited use of generative artificial intelligence only for background music creation.
AI was used solely to compose music tracks where the lyrics are in Sanskrit, a language for which affordable and practical production resources are extremely limited.
All sound effects, environmental audio, voice elements, and dialogue are entirely human-made, created by my friends or sourced from free and licensed platforms such as YouTube, Soundly, and similar libraries.
No AI was used for visuals, gameplay systems, writing, level design, or core creative direction.
This project is my first commercial game, developed with very limited resources. If this game succeeds, I am fully committed to not using generative AI for audio or visual content in future projects, and to collaborating exclusively with human composers and artists.
Thank you for supporting independent development. | DeadLogics | 19 | Mar 18, 2026 | |
The Hallowed Echo Unclear art | AI Create Foto for games | SomeTimesAtNight | - | Mar 18, 2026 | |
BoneForged:Legion In-game content art | This game does not use AI features that players can interact with.
All gameplay systems and content are handcrafted and fully controlled by the developer.
AI tools were only used during development to assist with asset creation and productivity, and are not present or accessible during gameplay. | NovaCrest Studios | - | Mar 18, 2026 | |
Cardborne In-game content audio | Music by SunoAI | Lakeborn studio | - | Mar 18, 2026 | |
Noelle Live AI audio | There is an optional 100% local and open source AI to create an antagonistic voice taunting the player based on their actions, which can be disabled entirely. | Bandaloop Games GmbH | - | Mar 18, 2026 | |
Hell Loop Store/marketing art | “Some promotional images include AI-assisted lighting, glow and post-processing.” | Tuncay Ayanoglu | - | Mar 18, 2026 | |
Prichal Store/marketing art | The game logo created using AI-based tools. | PrichalGames | - | Mar 18, 2026 | |
Headache: Altered States In-game content textaudioart | The game uses artificial intelligence to edit text and create some assets (sounds and sprites). 95% of the game's assets are not AI-generated. | Pior Dipond | - | 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 Girl Walks Back In-game content audiotextart | This game utilizes a generative AI tool for the creation of its BGM (background music), some logos and localization.
The data was pre-rendered by the developer during the game's development and integrated as final game assets before release.
The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards. | Maruno Games | - | Mar 18, 2026 | |
My Bloody Weekend 3 In-game content audiotextart | Use of IA:
- Speech from the Book of the Ancient
- Last song
- Some HUD elements | Necronomicon Games | - | Mar 18, 2026 | |
My New Computer Live AI text | This game uses artificial intelligence to drive roleplaying of characters in the game. | Alan Munirji | 11 | Mar 18, 2026 | |
Somnolence In-game content artaudio | Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software.
All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design.
The game itself does not generate or modify content in real time. | Somberlight Games | - | Mar 18, 2026 | |
Spirit Catcher 93' In-game content audioart | The story, narrative, and core implementation are entirely human-made.
AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora).
Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals.
Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive. | APEX GAME STUDIOS LTD | - | Mar 18, 2026 | |
CoinClave In-game content art | This game uses generative AI for some character images. | Obligants | - | Mar 18, 2026 | |
Deliverance Store/marketing audiotext | Using artificial intelligence:
Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert.
This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer. | KUWA | - | Mar 18, 2026 | |
Gamble Your Breath Store/marketing art | Logo was generated with AI. | Alice Games | 19 | Mar 18, 2026 | |
Gaussian Mansion In-game content art | This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction. | José Tijerín | - | Mar 18, 2026 | |
The 7th Night In-game content art | As a solo developer, I've used AI to generate a number of 3d models, textures, and images. Most have been modified after their generation to some extent. | SUDO GAMES CORPORATION | - | Mar 18, 2026 | |
Veil Realm In-game content artaudiocode | AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio.
All such materials were manually reviewed and approved by the development team.
The final game does not rely on AI-generated content during gameplay. | Hitek Games | - | Mar 18, 2026 | |
Silent Chamber In-game content audioart | Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay. | Sumonux Games | - | Mar 18, 2026 | |
AI女友 AI girlfriend Live AI text | In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input.
Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players. | fpygames | - | Mar 18, 2026 | |
WITHER Dev only | AI was used to assist with asset and plugin development. | Kemsyn | - | Mar 18, 2026 | |
Demon Street In-game content artaudio | Generation of UI elements and music | Manycats Games | 10 | Mar 18, 2026 | |
Call of the Lake In-game content artaudio | Some visual and audio assets in this game were partially created or enhanced using generative AI tools under the developer’s supervision.
All content has been reviewed and edited manually to ensure it fits the artistic style and atmosphere of the game.
The game itself does not generate or use AI content in real time. | StarryFrame Games | - | Mar 18, 2026 | |
After the Curtain Call In-game content artaudio | This game includes resources that are generated by using AI. (Textures, 3D Models, and Voice) | Team Curtain Call | - | Mar 18, 2026 | |
Requiem In-game content arttext | Some visual and textual elements used in the game's marketing materials were created with the assistance of artificial intelligence tools.
No AI is used during gameplay, and all in-game content is designed and implemented manually. | ReaskGames | - | Mar 18, 2026 | |
Temple of the Green Moon: Prologue Store/marketing art | The artist used artificial intelligence to create the capsule images | OLKON GAMES | 29 | Mar 18, 2026 | |
Borough Of Blood In-game content artaudiotextcode | we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity. | Explorable Games | - | Mar 18, 2026 | |
Devil Tower Note In-game content art | Partial art resources are completed with AI assistance. | Qinghe Quadrant | - | Mar 18, 2026 |