Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
- Creator
- koh-gt
- Reviews
- -
- Added
- Oct 3, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Icons, Sounds
Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release.
Guild of Souls features artwork developed with generative AI.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
Some pre-generated artwork in the opening/title presentation and Steam store images was created with generative AI and edited by the developer. No AI content is generated during gameplay.
AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay.
AI generated game icon and some Steam store assets.
Some artwork on ROM Hollow's store page was generated with AI.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Music and Localization made by AI
AI powered tools were used to build this game
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay.
This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style.
Assisted with all aspects of development
Art Resource, BGM, Store Asset
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
Store page capsule images and some in-game sound effects were generated using AI
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Void Squadron features artwork developed with generative AI.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
The in game content is generated by ai.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
AI was used in the production of code, art, and marketing materials for this game
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style.
游戏LOGO与宣传图由AI生成
Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds).
Translation was supported by AI tools.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation. ※It is not used to generate images from scratch or to create 3D models.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game.
Some UI elements are AI-generated placeholders.
AI elements were used for the text. No AI-generated content is created during gameplay.
Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
DEPRECATED Dev only codetext | Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used. | Levend Turgay | - | Oct 3, 2026 | |
Moss Survivor In-game content arttext | This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release. | Maronn | - | Oct 3, 2026 | |
PINDEMONIUM artaudio | Icons, Sounds | Drypoint | - | Oct 1, 2026 | |
Sun To Sun: Endure In-game content artaudiotext | Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release. | Titan L.E.M.A.R Studios | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
SCRAPWAVE In-game content art | Some pre-generated artwork in the opening/title presentation and Steam store images was created with generative AI and edited by the developer. No AI content is generated during gameplay. | sedoli | - | Oct 1, 2026 | |
Cowpokers: Dead Man's Frontier In-game content artaudiotext | AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay. | Cowpoke | - | Oct 1, 2026 | |
Mournwake: Across the Styx In-game content art | AI generated game icon and some Steam store assets. | yelaex | - | Oct 1, 2026 | |
ROM Hollow Store/marketing art | Some artwork on ROM Hollow's store page was generated with AI. | Chris Karageorge | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
HYPERINFLATION In-game content audiotext | Music and Localization made by AI | Nethound Games | - | Oct 1, 2026 | |
Dead Man's Deck Unclear | AI powered tools were used to build this game | Frederick Martinez | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
AutoBeast Survivors In-game content arttext | Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play. | Melonsaur | - | Oct 1, 2026 | |
AETHERIA In-game content artaudiotextcode | Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay. | P's Games | - | Oct 1, 2026 | |
Dungeon Forge Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Rogue Against World | - | Oct 1, 2026 | |
Fallen Crowns Store/marketing art | Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay. | Demonia Game Studios | - | Oct 1, 2026 | |
Coin Survivor In-game content art | This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game. | Coin laundry(코인 세탁소) | - | Oct 1, 2026 | |
アルスマギア In-game content artaudio | This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game. | PracticalStudy | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
God of Strafe In-game content art | Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay. | Ren You Suo Cao Studio | - | Oct 1, 2026 | |
Redline Horde In-game content art | Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style. | DevGoneWild | - | Oct 1, 2026 | |
War Of The Worlds Trilogy Unclear | Assisted with all aspects of development | Invirtu Labs | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
CRUSH LOAD In-game content artaudio | Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service. | BREYES | - | Sep 30, 2026 | |
The Core: Protocol In-game content arttext | AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development. | ChritzleCraft | - | Sep 30, 2026 | |
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Iron Maw general | The in game content is generated by ai. | KRUMB Games | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Murciavania In-game content artaudiotextcode | Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played. | Manuel Manzano | - | Sep 30, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
TIP or RIP In-game content artaudiotext | We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style. | Tiny Pause | - | Sep 30, 2026 | |
单词斩 Store/marketing art | 游戏LOGO与宣传图由AI生成 | SEN | - | Sep 30, 2026 | |
NINJA DREAD In-game content audioart | Generative AI was used in the creation of select in-game BGM (music) as well as promotional graphics and in-game imagery (such as concept artwork and backgrounds). | NINJA DREAD Dev | - | Sep 30, 2026 | |
Ember Gold Valkyrie In-game content text | Translation was supported by AI tools. | cretia studio | - | Sep 30, 2026 | |
花札ノ巫孤 / Blooming Solitude: Priestess of Hanafuda In-game content arttext | Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models. | KNPARTICLE | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 | |
小小行者 In-game content artaudiotextcode | This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service. | TPAI Entertainment | - | Sep 29, 2026 | |
Hero Chains of Destiny In-game content artaudio | Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game. | TavernCatGames | - | Sep 29, 2026 | |
Spartan One In-game content art | Some UI elements are AI-generated placeholders. | noowanda | - | Sep 29, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
Relic Recoil In-game content artaudiotext | Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay. | ATonanWing | - | Sep 28, 2026 |