Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer.
- Creator
- Christopher Pufan
- Reviews
- -
- Added
- Aug 7, 2026
Public Steam disclosure research 25,376 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.
Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer.
Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style.
Artwork for this game has been generated with the help of AI
Generative AI tools were used only as a development assistant to help prototype and refine accessibility-related code and interface behavior. The game does not include AI-generated narrative, artwork, audio, characters, translations, or live-generated AI content.
AI was primarily used to assist in the creation of the game's music and sound effects. Most of the music tracks and sound effects were generated using AI tools and then edited and adapted for use in the game. All visual assets, characters, environments, puzzles, story, and gameplay mechanics were created and designed manually by the developer.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
This game uses generative AI for in-game images, background music, and translations.
Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization.
Some background illustrations were created with generative AI and edited/selected by the developer.
Graphics generated by AI.
AI tools were used for translation purposes.
I used modern AI tools as creative assistants while building the world of my game. This allowed me to share the dark fantasy universe in my mind with you in a much more vivid and detailed way.
This game uses generative AI in limited, non-gameplay-critical areas: - AI-assisted code refactoring and performance optimization during development - AI-assisted translation polishing for multi-language support - UI layout refinement suggested by AI tools during the design process All core gameplay logic, the unique drawing-and-deduction design, and all original game artwork were created, reviewed and refined by human developers.
We used Corel AI program for some of the artwork.
The advertising images on some store pages and the background images in games are generated by AI
all the pictures are generated by artificial intelligence.
Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team.
Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release.
During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers.
Generative artificial intelligence was used during the process of creating the game's graphical elements. It was used to generate concepts and 2D graphics, which were then further manually edited and adapted to the needs of the project. The modified graphics were used as backgrounds in the game's main menu.
This game utilizes Generative AI tools to help design 2D User Interface (UI) assets, such as menus, icons, and buttons.
all the pictures are generated by artificial intelligence.
To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion. Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior. Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer. Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game. Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer. Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author. The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced.
Some 2D character illustrations, backgrounds, and UI elements in this game were created with the help of generative AI tools during development, and then manually edited, refined, and reviewed by the developer.
Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules.
This game uses pre-generated generative AI content to assist with select 2D artwork, UI elements, and/or marketing materials. This content was reviewed and, where necessary, edited by the developer. No content is generated live by AI during gameplay.
Some of the game's code, graphics, and music are generated by AI.
This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction.
Yes, I used AI-assisted tools during the development of this game. They were primarily used for code logic support, translation optimization, and copy polishing. The core gameplay design, art style, level design, and overall player experience were all directed and finalized by me personally. The AI served as a productivity tool, while all creative decisions and implementation choices were made by me.
This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions.
AI tools were used during development to assist in creating part of the game's assets. All generated content has been thoroughly reviewed and refined to ensure originality and compliance with copyright standards.
Some store page and marketing images (the background art of the capsule assets) were created with image-generation AI (e.g. ChatGPT/DALL·E) and then selected, cropped, composited, and finalized by the developer. No generative AI is used in the application itself (UI or features) or in the content users view. Peekr is a viewer for the user's own media and ships with no content.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime.
Some pre-rendered visual artwork, store page imagery, and sound effects were created with the assistance of generative AI tools, then selected, edited, layered, and integrated by the developer. The game does not use live generative AI during gameplay.
for art
The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation.
I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline.
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline. Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency. AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
Some background illustrations were created with generative AI and edited/selected by the developer.
Assets and most of the coding was done through AI tools
Some of the UI elements in the game were generated by AI, and the images on the store pages were also generated by AI.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
AI-Generated Content Disclosure: Artificial intelligence technology was utilized during the development of this game to assist in the creation of in-game background art and certain cutscenes.
This game uses AI-generated artwork.
This game contains pre-generated AI-assisted audio content. Some music tracks were generated using Suno AI under an active paid subscription and later edited in Audacity. Some voice audio was generated using ElevenLabs under an active paid subscription and later edited in Audacity. No live AI generation occurs during gameplay.
This game uses generative AI in two ways: (1) AI language models (LLM) to generate character dialogue text in real-time during conversations, and (2) AI text-to-speech (TTS) technology to generate character voice audio. AI processing is handled via cloud servers or optional local models. No conversation data is stored or saved on servers. All AI-generated content is produced live based on player input.
Some in-game art assets have been generated using AI.
We used AI to generate some of the artistic materials and some of the code development.
This game uses pre-generated AI content in the following areas of its production: - Character artwork (comic-style panels) - Background and environment artwork - FMV/cutscene videos - Music and ambient audio - Story dialogue text (developer-edited with AI assistance) All AI tools used are commercially licensed for use in this type of product. As the sole developer (Karayel / Yunus Emre Bas), I confirm that I hold the rights to use these AI-generated outputs and they do not infringe on any third-party intellectual property. The final selection, integration, narrative direction, and quality control were all performed by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Slay Sean, Save The World! In-game content artaudio | Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer. | Christopher Pufan | - | Aug 7, 2026 | |
姐姐是我的猫 In-game content art | Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style. | 希部菌 | - | Aug 7, 2026 | |
Lintbreakers: Night Shift Store/marketing art | Artwork for this game has been generated with the help of AI | Allan Neagle | - | Aug 7, 2026 | |
AmaTisMo Dev only code | Generative AI tools were used only as a development assistant to help prototype and refine accessibility-related code and interface behavior. The game does not include AI-generated narrative, artwork, audio, characters, translations, or live-generated AI content. | VegetinES | - | Aug 7, 2026 | |
Chief Cenab : Şahmaran In-game content audio | AI was primarily used to assist in the creation of the game's music and sound effects. Most of the music tracks and sound effects were generated using AI tools and then edited and adapted for use in the game.
All visual assets, characters, environments, puzzles, story, and gameplay mechanics were created and designed manually by the developer. | Umut KAYA | - | Aug 6, 2026 | |
謎好きサンタからの挑戦状 In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 4, 2026 | |
Are You Chicken? In-game content artaudiotext | This game uses generative AI for in-game images, background music, and translations. | ギュルダンゲームズ | - | Aug 1, 2026 | |
Two-Dye In-game content artaudiotext | Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization. | Smidd Games | - | Jul 30, 2026 | |
Flak Duty In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jul 29, 2026 | |
Space Detective 14 Unclear art | Graphics generated by AI. | Videogame Collective | - | Jul 25, 2026 | |
Ducasse In-game content text | AI tools were used for translation purposes. | Adrien De Nève | - | Jul 25, 2026 | |
Dungeon & Match Dev only | I used modern AI tools as creative assistants while building the world of my game. This allowed me to share the dark fantasy universe in my mind with you in a much more vivid and detailed way. | 2E | - | Jul 25, 2026 | |
Huiyu Spy Draw In-game content codetext | This game uses generative AI in limited, non-gameplay-critical areas:
- AI-assisted code refactoring and performance optimization during development
- AI-assisted translation polishing for multi-language support
- UI layout refinement suggested by AI tools during the design process
All core gameplay logic, the unique drawing-and-deduction design, and all original game artwork were created, reviewed and refined by human developers. | Huiyu | - | Jul 23, 2026 | |
Remy Thornfield - Royal Dream In-game content art | We used Corel AI program for some of the artwork. | eFunSoft Games | - | Jul 23, 2026 | |
Cloud Atlas Store/marketing art | The advertising images on some store pages and the background images in games are generated by AI | Summer Games | - | Jul 22, 2026 | |
Visual Novel: There Are No Coincidences Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 18, 2026 | |
モグモグ!クソバトル In-game content art | Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team. | BoreBoreKick | - | Jul 18, 2026 | |
LoveLine In-game content audiotextart | Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release. | Bone-US | - | Jul 18, 2026 | |
时装工坊 In-game content artaudio | During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers. | Super alloy | - | Jul 17, 2026 | |
Odd Stories: Backyard Mountain In-game content art | Generative artificial intelligence was used during the process of creating the game's graphical elements. It was used to generate concepts and 2D graphics, which were then further manually edited and adapted to the needs of the project. The modified graphics were used as backgrounds in the game's main menu. | IonForce Studio | - | Jul 17, 2026 | |
LuLuLaLa In-game content art | This game utilizes Generative AI tools to help design 2D User Interface (UI) assets, such as menus, icons, and buttons. | commonsense | - | Jul 17, 2026 | |
Defective Detectives 3 Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 15, 2026 | |
To Raise a King In-game content artaudiotextcode | To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion.
Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior.
Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer.
Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game.
Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer.
Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author.
The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced. | Stagnant Technologies LLC | - | Jul 15, 2026 | |
LYNK: The Algorithm of Intimacy In-game content art | Some 2D character illustrations, backgrounds, and UI elements in this game were created with the help of generative AI tools during development, and then manually edited, refined, and reviewed by the developer. | VEILWORKS | - | Jul 15, 2026 | |
Pueblo Duerme Live AI text | Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules. | D-Games | - | Jul 13, 2026 | |
Kritzel Krieg In-game content art | This game uses pre-generated generative AI content to assist with select 2D artwork, UI elements, and/or marketing materials. This content was reviewed and, where necessary, edited by the developer. No content is generated live by AI during gameplay. | Heftrand Games | 12 | Jul 13, 2026 | |
宗门最后的长老 In-game content artaudiocode | Some of the game's code, graphics, and music are generated by AI. | KUMA studio | - | Jul 11, 2026 | |
Egg Farm In-game content art | This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction. | Infinite Brainstorm Studio | - | Jul 11, 2026 | |
MeowPlay In-game content codetext | Yes, I used AI-assisted tools during the development of this game. They were primarily used for code logic support, translation optimization, and copy polishing. The core gameplay design, art style, level design, and overall player experience were all directed and finalized by me personally. The AI served as a productivity tool, while all creative decisions and implementation choices were made by me. | xingchunfang | - | Jul 11, 2026 | |
偷偷摸摸修个仙 In-game content art | This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions. | 浪屿峻造 | 90 | Jul 11, 2026 | |
Stickman Adventure In-game content art | AI tools were used during development to assist in creating part of the game's assets. All generated content has been thoroughly reviewed and refined to ensure originality and compliance with copyright standards. | SunGuide-Jack | - | Jul 9, 2026 | |
Peekr VR Manga Viewer Store/marketing art | Some store page and marketing images (the background art of the capsule assets) were created with image-generation AI (e.g. ChatGPT/DALL·E) and then selected, cropped, composited, and finalized by the developer. No generative AI is used in the application itself (UI or features) or in the content users view. Peekr is a viewer for the user's own media and ships with no content. | Peekr | - | Jul 8, 2026 | |
帮助老婆谈恋爱NTR In-game content artaudiotext | This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game. | HIBOX | - | Jul 7, 2026 | |
Rust Lords: Appliance Uprising In-game content art | Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime. | Daniel Schauffer | - | Jul 7, 2026 | |
Salt Chapel In-game content artaudio | Some pre-rendered visual artwork, store page imagery, and sound effects were created with the assistance of generative AI tools, then selected, edited, layered, and integrated by the developer. The game does not use live generative AI during gameplay. | escape2echo | - | Jul 6, 2026 | |
Wagonlight Unclear art | for art | Hubel | - | Jul 4, 2026 | |
The Luraleid In-game content artaudio | The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation. | Ripple Effect | - | Jul 4, 2026 | |
ZERRE In-game content art | I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline. | Solora Studio | - | Jul 3, 2026 | |
Keep Drawing: Webtoon Tycoon In-game content artcode | Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed. | HuDoEs | - | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
Pluck Em! Dev only artcode | Assets and most of the coding was done through AI tools | Hidden Spark Games | - | Jun 28, 2026 | |
黑圣化:悟空 In-game content art | Some of the UI elements in the game were generated by AI, and the images on the store pages were also generated by AI. | 一半世界 | - | Jun 28, 2026 | |
Phantom Protocol codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 28, 2026 | |
XINGTU In-game content art | AI-Generated Content Disclosure:
Artificial intelligence technology was utilized during the development of this game to assist in the creation of in-game background art and certain cutscenes. | 溯水流觞 | - | Jun 28, 2026 | |
我的悟空 In-game content art | This game uses AI-generated artwork. | https://steamcommunity.com/groups/mywukong | - | Jun 28, 2026 | |
Swing Rush In-game content audio | This game contains pre-generated AI-assisted audio content. Some music tracks were generated using Suno AI under an active paid subscription and later edited in Audacity. Some voice audio was generated using ElevenLabs under an active paid subscription and later edited in Audacity. No live AI generation occurs during gameplay. | You Should Be Studying Industries | - | Jun 27, 2026 | |
WarmSoul Live AI textaudio | This game uses generative AI in two ways: (1) AI language models (LLM) to generate character dialogue text in real-time during conversations, and (2) AI text-to-speech (TTS) technology to generate character voice audio. AI processing is handled via cloud servers or optional local models. No conversation data is stored or saved on servers. All AI-generated content is produced live based on player input. | Mr.Yes | - | Jun 27, 2026 | |
Wall Street 1929 In-game content art | Some in-game art assets have been generated using AI. | MindDream Game Studios | - | Jun 16, 2026 | |
WinWinWin In-game content artcode | We used AI to generate some of the artistic materials and some of the code development. | WingInNest Game | - | Jun 16, 2026 | |
Half Dead: A Zombie Story Game In-game content artaudiotext | This game uses pre-generated AI content in the following areas of its production:
- Character artwork (comic-style panels)
- Background and environment artwork
- FMV/cutscene videos
- Music and ambient audio
- Story dialogue text (developer-edited with AI assistance)
All AI tools used are commercially licensed for use in this type of product. As the sole developer (Karayel / Yunus Emre Bas), I confirm that I hold the rights to use these AI-generated outputs and they do not infringe on any third-party intellectual property. The final selection, integration, narrative direction, and quality control were all performed by the developer. | Karayel Games | - | Jun 13, 2026 |