We use AI tools to support our development process
- Creator
- Eat People Not Animals
- Reviews
- -
- Added
- Aug 24, 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.
We use AI tools to support our development process
Some of the art in the game was created with the help of AI.
ChatGpt was used for promo art.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
The video and pictures are generated by AI
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations. The programming code of the game is generated using AI.
Our team uses generative AI tools to help develop some in game assets
The loading screen and in game titles were generated via AI
Some still images and and code bug fixes were developed with the assistance of AI
Some UI icons are AI-generated.
all the pictures are generated by artificial intelligence.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
Artificial intelligence was used for the images, sounds, music, and the store page.
AI Art used for background images and some icons. AI used for code creation and writing assistance.
Generative AI tools were used to assist in creating 3D models during development
Used to generate game logo, some in-game icons and steam store page content
The majority of the game's programming was done by AI. For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages. However, no AI is used whatsoever for the illustrations or UI.
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.
Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer
This game does not generate or modify content at runtime. A small portion of assets (around 20%) was made with the help of some generative AI tools during development. All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
AI was used to create some visual assets and makes up less than 1% of the entire game.
Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
all the pictures are generated by artificial intelligence.
all the pictures are generated by artificial intelligence.
Generative AI was used to assist in the creation of certain sound effects included in the game. These assets were generated during the development phase and are included as static elements in the final build. The AI was used as a supplementary tool to enhance environmental audio, while all creative direction, editing, and integration were performed by me as the solo developer
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction.
Some of the in-game text has been translated using AI.
Some images and music have been enhanced using AI.
Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime.
Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer.
Some images were generated by AI. Some manually created images were enhanced using AI.
We have only used Gen AI for the purposes of creating and placing the Capsule Art of the game. We will be replacing the capsule art with our in-house capsule art.
Some of the music is AI generated. See the licenses under "music" for more information.
Graphics generated by AI.
Generate art resources using AI
Generative AI tools were used to help develop some in game assets.
Some UI elements and sound files indirectly contain AI generated content
We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI. We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this. Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human.
This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer. No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans. All gameplay, art, and final content remain crafted by Human.
The first version of the logo was generated by AI.
Translated with the help of AI. Thank you for your understanding.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
This game uses AI-generated content for marketing and promotional materials, including the game trailer, teaser, Steam capsule images, title images, and other marketing assets. Most of the AI-generated images were additionally edited and refined by our team using artistic and creative techniques to better fit the game's visual style. The AI-generated content is limited to external marketing materials only. All actual gameplay, game mechanics, and in-game content were created by the development team.
all the pictures are generated by artificial intelligence.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Death Bag Dev only | We use AI tools to support our development process | Eat People Not Animals | - | Aug 24, 2026 | |
Rotten Keep In-game content art | Some of the art in the game was created with the help of AI. | Gergo V | - | Aug 23, 2026 | |
ZIC - Zombies in City Store/marketing art | ChatGpt was used for promo art. | Megame LLC | 176 | Aug 23, 2026 | |
AMEN: MAYHEM In-game content artaudiotext | The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay. | Nutty Brain Games | - | Aug 23, 2026 | |
Embrace Of The Embers | The video and pictures are generated by AI | Hunan Xinghe Yingchuang Digital Technology Co., Ltd. | - | Aug 22, 2026 | |
裁员审核中 In-game content artcode | The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI. | Sheng Danjie | - | Aug 22, 2026 | |
Call of Duty®: Modern Warfare® 4 - Beta In-game content art | Our team uses generative AI tools to help develop some in game assets | Infinity Ward | 1.7k | Aug 22, 2026 | |
Alien Hordes In-game content text | The loading screen and in game titles were generated via AI | Dave Thomas | - | Aug 20, 2026 | |
OIL & HORROR artcode | Some still images and and code bug fixes were developed with the assistance of AI | 42 LONG | - | Aug 20, 2026 | |
Horde Up Ahead In-game content art | Some UI icons are AI-generated. | Aristocrat Mouse | - | Aug 19, 2026 | |
Visual Novel: ECHO Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 19, 2026 | |
I Keep Reincarnating as a Rat in the Mad Scientist’s Maze In-game content text | AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game. | vsaik | - | Aug 17, 2026 | |
The Last Match In-game content artaudio | Artificial intelligence was used for the images, sounds, music, and the store page. | Montee Games | - | Aug 16, 2026 | |
Idle Necronomics In-game content artcode | AI Art used for background images and some icons. AI used for code creation and writing assistance. | Echoswarm | - | Aug 16, 2026 | |
Driving After Work : Cafe Guilt Dev only art | Generative AI tools were used to assist in creating 3D models during development | DH | - | Aug 16, 2026 | |
HellRock Diver In-game content art | Used to generate game logo, some in-game icons and steam store page content | HyugaHouse Games | - | Aug 16, 2026 | |
Anomaly Logistics In-game content text | The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI. | 趣味san | - | Aug 16, 2026 | |
Fleshgrinder In-game content text | All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime. | hainalcode | - | Aug 14, 2026 | |
Archibaldo: Invitation to Darkness In-game content art | Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer | Peludo Games | - | Aug 13, 2026 | |
Hunted Within: Terminal Rust In-game content art | This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards. | LRDev Games | - | Aug 11, 2026 | |
Racc Game In-game content art | Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play. | Racc PG | - | Aug 11, 2026 | |
Prison of Doubles In-game content art | AI was used to create some visual assets and makes up less than 1% of the entire game. | [HERROR] | - | Aug 11, 2026 | |
Digital Hunger In-game content artcode | Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI. | BlackBeard Gaming | - | Aug 8, 2026 | |
Abyssal Guardians In-game content audio | All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game. | Titan Interactive | - | Aug 8, 2026 | |
Army Troop Remastered In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 6, 2026 | |
Visual Novel: Golden Hostage In-game content art | all the pictures are generated by artificial intelligence. | GiBar | - | Aug 5, 2026 | |
Visual Novel: Beak and Claws In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 5, 2026 | |
No Hikers Return In-game content audio | Generative AI was used to assist in the creation of certain sound effects included in the game. These assets were generated during the development phase and are included as static elements in the final build. The AI was used as a supplementary tool to enhance environmental audio, while all creative direction, editing, and integration were performed by me as the solo developer | Mergeth Labs | - | Aug 5, 2026 | |
Medals Of Valor: Last Stand In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
LIMINAL: Within In-game content art | This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction. | OntologyPlay | - | Aug 4, 2026 | |
Gyakuten Seven VR In-game content text | Some of the in-game text has been translated using AI. | Gyakuten Games | - | Aug 2, 2026 | |
Is that a human organ? In-game content artaudio | Some images and music have been enhanced using AI. | 掏心掏肺工作室 | - | Jul 31, 2026 | |
Voxel Dynasties In-game content art | Generative AI was used during development to create some pre-generated graphical content. This includes several user interface icons used in the game and the hero banner displayed on the Steam store page. The game does not generate any content using AI during runtime. | Felix Kempin | - | Jul 30, 2026 | |
The Deep Calls In-game content artaudiocode | Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer. | RandyPotatoGames | - | Jul 29, 2026 | |
Quest game Unclear art | Some images were generated by AI. Some manually created images were enhanced using AI. | Anzer Games | - | Jul 27, 2026 | |
The Whispering Walls Store/marketing art | We have only used Gen AI for the purposes of creating and placing the Capsule Art of the game.
We will be replacing the capsule art with our in-house capsule art. | Treta Studios | - | Jul 27, 2026 | |
The Tower Of The Mad Wizard In-game content audio | Some of the music is AI generated. See the licenses under "music" for more information. | Plaintive Pasta | - | Jul 27, 2026 | |
Space Detective 14 Unclear art | Graphics generated by AI. | Videogame Collective | - | Jul 25, 2026 | |
Poker in Blood Unclear art | Generate art resources using AI | Alexcured | - | Jul 25, 2026 | |
Fractal Descent In-game content art | Generative AI tools were used to help develop some in game assets. | AEVO | - | Jul 25, 2026 | |
Grey Prince In-game content artaudio | Some UI elements and sound files indirectly contain AI generated content | OBICORP SoftwareWorks | - | Jul 23, 2026 | |
Gore Grind In-game content audiotext | We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI.
We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this.
Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human. | GabaCool Games | - | Jul 23, 2026 | |
STAY: Possession • Obsession • Permanence In-game content artaudio | This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay. | Zyphor Studios | - | Jul 22, 2026 | |
Lethal Algorithm In-game content artaudiotext | Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience. | Mohammed Marzouq | - | Jul 22, 2026 | |
Hellmachina Railbane In-game content art | Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human. | MANUG Production | - | Jul 22, 2026 | |
Vanslinger Store/marketing art | The first version of the logo was generated by AI. | Lukasz Sopata | - | Jul 20, 2026 | |
Provener In-game content text | Translated with the help of AI. Thank you for your understanding. | Provener Works | - | Jul 19, 2026 | |
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
8BIT HUNTER art | This game uses AI-generated content for marketing and
promotional materials, including the game trailer, teaser,
Steam capsule images, title images, and other marketing assets.
Most of the AI-generated images were additionally edited and
refined by our team using artistic and creative techniques
to better fit the game's visual style.
The AI-generated content is limited to external marketing
materials only. All actual gameplay, game mechanics, and
in-game content were created by the development team. | John Mountain Studio | - | Jul 17, 2026 | |
Defective Detectives 3 Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 15, 2026 |