AI is used to generate some art and sound during parts of development. As a solo dev this is a way for me to test gameplay easy. Translations for store pages are also made with AI
- Creator
- CallOfPort
- 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.
AI is used to generate some art and sound during parts of development. As a solo dev this is a way for me to test gameplay easy. Translations for store pages are also made with AI
Most localizations were done with AI.
This game used Text to Speech programs to generate audio clips for high quality voice dialogues.
Some assets were generated using AI tools. All assets were created using a subscription service for in-game use. (BGM, 2D Art, 3D Model, UI)
Some visual assets and textures were generated using AI tools and refined by the developer.
The achievements and images shown on the store page were generated or modified using AI
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team.
I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction. I also localized steam page using it to some languages.
Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision.
GreenMars: Expedition 744 is a solo-led independent project. Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors. The game does not use generative AI during gameplay.
The description of this game was formatted by the help of AI.
Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time. The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable. AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems. By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality.
The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools.
Certain marketing assets may have been edited with AI. No in game assets or images are made with AI
All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game. Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets.
Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually.
This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch.
Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools
NPC Portrait Pictures
As a small, two-person independent development team, we utilized generative AI tools to create some of our character visuals and background artworks due to budget constraints. To ensure originality and maintain our artistic vision, these AI tools were guided by our own artist's original work, with their explicit permission. Please note that these AI-generated assets are currently serving as placeholders. As development continues and our resources grow, we plan to replace them with original, hand-drawn artwork in future updates. The game does not feature any live AI content generation during gameplay.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
Images generated by AI are manually processed and adapted for use in the game.
Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Galaxy Defense are fully original and developed by me. As future projects grow, I plan to collaborate with artists to further enhance the visual presentation.
I use generation AI for some original assets during the production process. Less than 1% of the total.
Some vision systems use AI.
Images: AI was used to generate base designs for some in-game UI icons. These have been manually refined and edited for the final version. Sound: AI tools were used to assist in the generation of certain ambient sounds, sound effects, and background music. Localization: AI was used as a translation aid for the game's text. All AI-generated translations have been reviewed and edited by the developer to ensure accuracy and a natural flow.
Some of the audio and music assets, texts, graphical icons are generated with ai, edited by our team.
AI was used for voice acting.
AI was only used to generate images according to my specifications.
The developers of this game have used AI for coding and creating voices for marketing only.
The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently.
AI was used to generate images for the shop and web page.
Certain visual assets (such as some icons) were created with the assistance of generative AI during development.
Generative AI tools were used during early prototyping to accelerate visual iteration and research. Any AI generated assets from the prototype have been fully replaced with original artist made content in the final game. No AI generated content is present in the game.
Some of the character images were generated using AI, but the final effect was achieved with the help of human hands.
Scope: Pre-generated 2D visual content only. Some visual assets use AI-generated source images created from developer prompts, while other visual assets come from licensed art packs. These assets are selected, composited, cropped, and edited by the developer for use in the game. No runtime AI: The game does not generate any content during gameplay. Guardrails: Players cannot generate or upload content in-game. AI-generated images are manually reviewed before use, and license records are kept for third-party art packs used in development.
No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Swarmbreak In-game content artaudiotext | AI is used to generate some art and sound during parts of development. As a solo dev this is a way for me to test gameplay easy.
Translations for store pages are also made with AI | CallOfPort | - | May 23, 2026 | |
Timefract In-game content text | Most localizations were done with AI. | alteemor | - | May 23, 2026 | |
Stellar Smash In-game content audio | This game used Text to Speech programs to generate audio clips for high quality voice dialogues. | Andrei Marius Cristian | - | May 23, 2026 | |
Solitary Astral Voyage In-game content audioart | Some assets were generated using AI tools.
All assets were created using a subscription service for in-game use.
(BGM, 2D Art, 3D Model, UI) | Cruel Light | - | May 23, 2026 | |
Quantum Agent In-game content art | Some visual assets and textures were generated using AI tools and refined by the developer. | Hougo Entertainment llc | - | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
GOD: B In-game content audio | Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team. | SandStew | - | May 23, 2026 | |
Thrill Seeker Store/marketing text | I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction.
I also localized steam page using it to some languages. | Random Games Generator | - | May 23, 2026 | |
LABYRISON In-game content arttext | Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision. | Zephbian | - | May 23, 2026 | |
GreenMars: Expedition 744 In-game content art | GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay. | 744 Interactive | - | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Artificial: Proxy Bar Live AI text | Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time.
The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable.
AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems.
By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk. | HinaGames | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
The Hollow In-game content arttext | In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets. | Brenntkopf Development | 18 | May 23, 2026 | |
Cage Bar: The Hunting Game In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Dimension Doctor: Succubus Clinic In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | May 23, 2026 | |
Transforming my fiancée In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Spreading eerie curses In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | May 23, 2026 | |
PlanetForge Protocol In-game content arttext | We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality. | Railstar Games | - | May 23, 2026 | |
Killware: Under Review In-game content artaudio | The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music. | Game Kiosk Digital | - | May 23, 2026 | |
Project:Qing In-game content art | During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent. | Without Embroiling | - | May 23, 2026 | |
Survivance In-game content art | AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools. | Endless Worlds Studio | - | May 23, 2026 | |
No Final Run Store/marketing art | Certain marketing assets may have been edited with AI. No in game assets or images are made with AI | Nordstern | - | May 23, 2026 | |
Void Cargo: Equilibrium In-game content arttext | All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game.
Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets. | Hammer&Hammer | - | May 23, 2026 | |
Orbital Upgrade In-game content arttext | Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually. | Fynntastic Games | - | May 23, 2026 | |
Strife of Stars In-game content artcode | This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made. | A Karl Company AB | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | May 23, 2026 | |
Rat of Infinity: Idle Clicker In-game content artcode | AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch. | Infinity Labs | 15 | May 23, 2026 | |
Infinite Space: Mining Store/marketing art | Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools | Taner Saydam | - | May 23, 2026 | |
Asteroid Rodeo In-game content art | NPC Portrait Pictures | Buried Signal Studios | - | May 23, 2026 | |
Moonlit Nights In-game content art | As a small, two-person independent development team, we utilized generative AI tools to create some of our character visuals and background artworks due to budget constraints. To ensure originality and maintain our artistic vision, these AI tools were guided by our own artist's original work, with their explicit permission. Please note that these AI-generated assets are currently serving as placeholders. As development continues and our resources grow, we plan to replace them with original, hand-drawn artwork in future updates. The game does not feature any live AI content generation during gameplay. | Umut Bora | 13 | May 23, 2026 | |
Scrapfall Dev only | Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer. | Zencode | - | May 23, 2026 | |
Bad Range In-game content art | Images generated by AI are manually processed and adapted for use in the game. | Point Zero Ltd | - | May 23, 2026 | |
Glowbot Galaxy In-game content art | Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Galaxy Defense are fully original and developed by me.
As future projects grow, I plan to collaborate with artists to further enhance the visual presentation. | Jacob Stetka | - | May 23, 2026 | |
WIRED TOKYO In-game content artaudiotextcode | I use generation AI for some original assets during the production process. Less than 1% of the total. | Daikichi_EMP | - | May 23, 2026 | |
Lunar Strings Unclear | Some vision systems use AI. | WhiteOrangeTec | - | May 23, 2026 | |
MAaaaaTH! In-game content artaudiotext | Images: AI was used to generate base designs for some in-game UI icons. These have been manually refined and edited for the final version.
Sound: AI tools were used to assist in the generation of certain ambient sounds, sound effects, and background music.
Localization: AI was used as a translation aid for the game's text. All AI-generated translations have been reviewed and edited by the developer to ensure accuracy and a natural flow. | Gentle Gimmick Games | - | May 23, 2026 | |
Orbital Crew In-game content audiotextart | Some of the audio and music assets, texts, graphical icons are generated with ai, edited by our team. | Cyber Forge Games, Reverse-A | - | May 23, 2026 | |
Where Is Lena? In-game content audio | AI was used for voice acting. | Ufuk Su | 15 | May 23, 2026 | |
Droid Kontrolle Unclear art | AI was only used to generate images according to my specifications. | MasterZorrax | - | May 23, 2026 | |
Mars I.D.L.E. In-game content codeaudio | The developers of this game have used AI for coding and creating voices for marketing only. | Pixel Hound Game Studio | - | May 23, 2026 | |
Humanize Robotics Live AI audio | The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently. | Greyrats Lab | - | May 23, 2026 | |
Mechastrike: Red War Store/marketing art | AI was used to generate images for the shop and web page. | Marvin Gran | - | May 23, 2026 | |
Hold the Core In-game content art | Certain visual assets (such as some icons) were created with the assistance of generative AI during development. | Faven Games | - | May 23, 2026 | |
Rivage Dev only art | Generative AI tools were used during early prototyping to accelerate visual iteration and research.
Any AI generated assets from the prototype have been fully replaced with original artist made content in the final game.
No AI generated content is present in the game. | Exnilo Studio | - | May 23, 2026 | |
Precursors: Reach for the Stars In-game content art | Some of the character images were generated using AI, but the final effect was achieved with the help of human hands. | Artificial Worlds | - | May 23, 2026 | |
Chaos Orbit In-game content art | Scope: Pre-generated 2D visual content only. Some visual assets use AI-generated source images created from developer prompts, while other visual assets come from licensed art packs. These assets are selected, composited, cropped, and edited by the developer for use in the game.
No runtime AI: The game does not generate any content during gameplay.
Guardrails: Players cannot generate or upload content in-game. AI-generated images are manually reviewed before use, and license records are kept for third-party art packs used in development. | JDS Studios | - | May 23, 2026 | |
Spaceport Kingdom Dev only code | No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging. | Spaceport Kingdom | - | May 23, 2026 |