Only the Steam capsule pictures were generated by AI.
- Creator
- Peterclark
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,497 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.
Only the Steam capsule pictures were generated by AI.
Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools. The following content was created with AI assistance: - Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer. - Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion. - Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion. - Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer. The following content was NOT created with AI: - Game design and rules - Music - Final QA and gameplay tuning No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
select sound effects and voice acting was created by AI
Generative AI was used only in assisting with promotional elements of the game. There is absolutely no AI Generated Content In-Game.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
Some store assets were polished with AI.
Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer.
The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player.
Generative AI was used in the creation of the artwork for the menus.
在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。
Some content may have been generated using automated tools or processes.
Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
Parts of the game's code and images were created using generative AI.
Store capsule artwork and store descriptions generated using AI
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
1. In-game artwork Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT (image generation) and further edited, retouched, and composed by the developer in the final art pipeline. 2. Store page and marketing graphical assets Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI ChatGPT, and further edited, retouched, and composed by the developer before upload. 3. In-game localization Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy. Runtime behavior: - No generative AI models are bundled with or called from the shipped game binary. - All AI-generated content is pre-rendered and baked into final assets at build time. - No user inputs are sent to any AI service during gameplay.
all the pictures are generated by artificial intelligence.
Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay.
The dubbing was done using AI
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI was used to create some of the artwork, sprites and music.
This game uses generative AI as part of the development process. AI tools were used to assist in the creation of certain visual assets, concepts, and marketing materials. All AI-generated content was reviewed, edited, and integrated manually to ensure consistency with the game's design and quality standards. The gameplay itself is fully designed and controlled by the developer, with no real-time AI-generated content during play.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All cat sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
The voice lines & some images in the game were generated using AI. Store page art is also generated using AI.
This game contains content created with the assistance of generative AI tools: Artwork: Some visual assets were generated using AI image tools as a starting point, then edited and refined by the developer. All final in-game artwork has been reviewed, modified, and approved by human hands. Music & Sound Effects: Background music and sound effects were created using AI-based music generation tools, then selected and curated by the developer. Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish, and Russian were produced with AI translation tools and reviewed by the developer. Simplified Chinese and English were authored directly by the developer. Store Page Copy: Portions of the store page description were drafted with AI writing assistance and finalized by the developer. No generative AI runs during gameplay. The AI opponent in single-player mode uses rule-based logic, not generative AI.
AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code.
Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made.
Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles: - Translating store descriptions and in-game text into different languages - Acting as a helper assistant during code writing All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.
Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style.
Spaceship models and some sound effects have been developed with the use of AI.
Text translations generated by AI.
AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer.
Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer.
Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience.
Some store materials (text and images) have been enhanced with AI.
Some songs and their cover images are generated by Suno AI (Coposer will be displayed as Suno)
During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale. Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality. Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes. All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision. This message was partially generated by AI as well. (but not this sentence)
We used generative AI to help create some level art and 2D visuals. Everything was then tweaked, edited, and put together by us. All gameplay and design decisions are fully human-made.
All content, except for gameplay and text, is created using AI.
Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players.
AI-generated images
AI used for a couple icons and the music.
Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process.
all the pictures are generated by artificial intelligence.
Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Crafty Marbles Store/marketing art | Only the Steam capsule pictures were generated by AI. | Peterclark | - | May 23, 2026 | |
I HATE SNAKE: Retro Phone Simulator In-game content audio | Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights. | Ivory Games | - | May 23, 2026 | |
Billionaire MAX In-game content codeartaudiotext | Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI. | Bunijia | - | May 23, 2026 | |
Maelor The Robot: Going Rogue In-game content audio | select sound effects and voice acting was created by AI | Andromeda Studios | - | May 23, 2026 | |
Whose Lawn Is It Anyway Store/marketing art | Generative AI was used only in assisting with promotional elements of the game.
There is absolutely no AI Generated Content In-Game. | StratoVec Studios | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | May 23, 2026 | |
Lightfold Store/marketing art | Some store assets were polished with AI. | NoodleStorm | - | May 23, 2026 | |
hexGame: Hero Path In-game content textart | Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer. | Andrei Kovalev | - | May 23, 2026 | |
Prison Queen Live AI text | The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player. | Sassy Bananas | - | May 23, 2026 | |
Messiah Simulator In-game content art | Generative AI was used in the creation of the artwork for the menus. | Patrick Gallaway | - | May 23, 2026 | |
烘焙糕手 In-game content art | 在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。 | Bob&Fan | - | May 23, 2026 | |
Bible Quiz: Trivia Game Unclear | Some content may have been generated using automated tools or processes. | Supergonk | 21 | May 23, 2026 | |
Problematic In-game content art | Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists. | Galactrex Studios | - | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
Stop slacking In-game content artcode | Parts of the game's code and images were created using generative AI. | Hyx | - | May 23, 2026 | |
let me free Store/marketing arttext | Store capsule artwork and store descriptions generated using AI | Voidishworld | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
Not a Trolley Problem! In-game content arttext | 1. In-game artwork
Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT
(image generation) and further edited, retouched, and composed by the developer in the final art pipeline.
2. Store page and marketing graphical assets
Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI
ChatGPT, and further edited, retouched, and composed by the developer before upload.
3. In-game localization
Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy.
Runtime behavior:
- No generative AI models are bundled with or called from the shipped game binary.
- All AI-generated content is pre-rendered and baked into final assets at build time.
- No user inputs are sent to any AI service during gameplay. | NEOTOLIS LLC | - | May 23, 2026 | |
Visual novel: The One from the Dark In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | 14 | May 23, 2026 | |
Paskahousu Store/marketing art | Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay. | Vaara Games | - | May 23, 2026 | |
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
Indian Street Food Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | C51 Games | - | May 23, 2026 | |
Just Dying Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Toloko Games | - | May 23, 2026 | |
WHERE IS MY CAT? In-game content artaudio | AI was used to create some of the artwork, sprites and music. | NinjaCat | - | May 23, 2026 | |
Beavermania Store/marketing art | This game uses generative AI as part of the development process.
AI tools were used to assist in the creation of certain visual assets, concepts, and marketing materials.
All AI-generated content was reviewed, edited, and integrated manually to ensure consistency with the game's design and quality standards.
The gameplay itself is fully designed and controlled by the developer, with no real-time AI-generated content during play. | Dear Balak | - | May 23, 2026 | |
Sill Cats Dev only code | This app uses AI tools during the development process, for example to configure some behavior algorithms. All cat sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay. | SQOOL | 492 | May 23, 2026 | |
Fool's Pub In-game content audioart | The voice lines & some images in the game were generated using AI.
Store page art is also generated using AI. | NOSTRA.GAMES | - | May 23, 2026 | |
17 Steps In-game content artaudiotext | This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI. | SmilingMiles | - | May 23, 2026 | |
Arena Arcade Fest In-game content textartcode | AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code. | Oscar Ortigueira López | - | May 23, 2026 | |
Mostly Delivered Store/marketing codetextart | Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made. | Could Be Worse Games | - | May 23, 2026 | |
PROMulti-TableTournament Store/marketing art | Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running. | GONGXIN | 11 | May 23, 2026 | |
Peter the Stash Hunter In-game content textcode | Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game. | Fragilent | - | May 23, 2026 | |
Good Gaijin, Bad Gaijin In-game content art | Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style. | Wamill | - | May 23, 2026 | |
Hyperline In-game content artaudio | Spaceship models and some sound effects have been developed with the use of AI. | Eden Alba | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
Internet Cafe Tycoon In-game content codetext | AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer. | Muzaffer Usta | - | May 23, 2026 | |
piano-BALL Store/marketing art | Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer. | KIM DEA HYEON | - | May 23, 2026 | |
TOOSIN : 투신 In-game content artcode | Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience. | TEAM NIRIZ | 14 | May 23, 2026 | |
The Day I Started Harvesting Store/marketing textart | Some store materials (text and images) have been enhanced with AI. | Creamative | - | May 23, 2026 | |
ERI: Emotive Rhythm Interaction In-game content audioart | Some songs and their cover images are generated by Suno AI (Coposer will be displayed as Suno) | Danny | - | May 23, 2026 | |
MC Chopped's Melee Mayhem In-game content artaudio | During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale.
Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality.
Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes.
All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision.
This message was partially generated by AI as well. (but not this sentence) | Axysyn Interactive | - | May 23, 2026 | |
Left Fore Dead: Zombie Battle Golf In-game content art | We used generative AI to help create some level art and 2D visuals. Everything was then tweaked, edited, and put together by us.
All gameplay and design decisions are fully human-made. | Maple Taco | - | May 23, 2026 | |
To-Doodle In-game content artaudio | All content, except for gameplay and text, is created using AI. | LIU JIEYI | - | May 23, 2026 | |
Max's Jungle Odyssey In-game content audioart | Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players. | Fernando Garrido García-Manso | - | May 23, 2026 | |
Argonauts Agency: Reflections from the Moon Collector's Edition Unclear art | AI-generated images | 8floor ltd | - | May 23, 2026 | |
Monster Masher In-game content artaudio | AI used for a couple icons and the music. | TekWiz | - | May 23, 2026 | |
SAI-1 In-game content text | Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process. | SH Studio | - | May 23, 2026 | |
Defective Detectives 2 In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | 12 | May 23, 2026 | |
DAWGS: The Revenge In-game content textart | Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers. | StratoVec Studios | - | May 23, 2026 |