Some of the game's artwork was created with the assistance of AI tools. This game contains a neural network model.
- Creator
- XieXing Game
- Reviews
- -
- Added
- Jun 30, 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 of the game's artwork was created with the assistance of AI tools. This game contains a neural network model.
AI tools were used to enhance development productivity and to create a few visual assets such as logos.
Used for text translation.
Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay.
We use generative artificial intelligence to generate image and sound production process.
Some background elements were partially generated using AI. Localization into languages other than German was carried out with the help of AI. AI was used as a development aid (to help implement certain systems in the game). I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this!
AI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI.
Generative AI tools (Gemini) were used to assist in creating marketing materials and capsule images for the Steam store page. Additionally, AI was utilized for in-game text translation and localization. No in-game visual assets were generated by AI, and there is no live AI generation during gameplay.
Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay.
Some Example textures & images were created with AI.
Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
AI used for some inventory items and for images on the game's store page, and edited with a graphics editor.
AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist.
Graphics and game code partially AI generated
Voice lines generated by Murf.ai
AI has been used to generate sprites.
This game contains a neural network model.
translations into non-English languages (otherwise I could not translate the game into everyone's language in good time)
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer.
New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team.
Base Texture Preparation
The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools.
Texture generation, upscaling, and store page capsules.
Temporary artwork for the store page.
Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI.
Some promotional/marketing materials (capsule art, store page images) were created with the help of AI image generation tools.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design.
AI-based translation tools were used for localizing the in-game text and store page descriptions from Japanese to English. All translated content has been reviewed and refined by the developer.
Some of its content was created with AI tools and reviewed by the developer before inclusion: visual art, audio, and in-game text. No AI content is generated while you play.
Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding
We use generative AI for coding and translation.
This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase. In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design.
Some AI involvement in the language editing and visual generation of some areas of the game.
This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding. Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations.
In this game, the developer uses AI tools in the creation of the following pre-generated content that players see: 1. Artwork: Image assets used on the store page and in the Steam library (capsule images, header images, etc.) and promotional materials. 2. Text: In-game text, store page descriptions, and their multilingual translations.
AI generates a few images and icons, reviewed manually.
some concept art was adapted from ai prompts
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning. All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer. SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
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.
Minimal use of AI to enhance some store artwork.
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 promotional images and visual assets for the game were created using AI-assisted tools during development.
Artificial intelligence was used to create a portion of the game's visual assets. This includes illustrations within the herbal book, as well as loading, summary, and game-over screens. AI tools were used to generate localizations for languages other than English and Polish. Dialogue voice lines are currently generated using TTS tools. The game is still in development, and these generated voices are temporary placeholders that will be replaced by voice actors once the story and scripts are finalized.
Gameplay trailer on storepage uses song made with the help of suno.ai Some backgrounds in the game are made with the help of various generative AI tools like Adobe Firefly.
Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use. The main visual content of the game uses licensed or manually prepared assets.
The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI. -Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality. -Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC) -Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for. -No decisions are taken by AI -No lore/story elements are written or decided by AI -No 3D models have been made using AI Last updated: March 22 2026 (5th game anniversary) Possible changes in the future: -Realtime AI NPC actions -AI-driven text-to-speech for NPCs -Player mimics (takes in player voices and movements to create player "doppelgangers")
Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
BCI: A Telepathic Romance In-game content art | Some of the game's artwork was created with the assistance of AI tools.
This game contains a neural network model. | XieXing Game | - | Jun 30, 2026 | |
Petrix In-game content art | AI tools were used to enhance development productivity and to create a few visual assets such as logos. | Dams-Labs | - | Jun 29, 2026 | |
BRAYZ In-game content text | Used for text translation. | studio nu | - | Jun 28, 2026 | |
O.M.E.N. | Synthetic Genesis Store/marketing textcode | Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay. | The Observable Multiverse | - | Jun 28, 2026 | |
Marshmallow Story: in Marshmallow Village In-game content artaudio | We use generative artificial intelligence to generate image and sound production process. | SHIN JIYEON | - | Jun 28, 2026 | |
Echoes of Memory In-game content arttext | Some background elements were partially generated using AI.
Localization into languages other than German was carried out with the help of AI.
AI was used as a development aid (to help implement certain systems in the game).
I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this! | JonnyProductions | - | Jun 28, 2026 | |
Paleo Dive In-game content art | AI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI. | Astra Render | - | Jun 28, 2026 | |
Compendium of the Sundial: An Interactive Astronomy Guide In-game content text | Generative AI tools (Gemini) were used to assist in creating marketing materials and capsule images for the Steam store page. Additionally, AI was utilized for in-game text translation and localization. No in-game visual assets were generated by AI, and there is no live AI generation during gameplay. | TelePortal Studio | - | Jun 28, 2026 | |
Galactum Meridian Store/marketing arttextcode | Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay. | Hedra Games | - | Jun 28, 2026 | |
TILEZ In-game content art | Some Example textures & images were created with AI. | Martin Winters | - | Jun 27, 2026 | |
The Adventure of Spyke Store/marketing art | Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself. | Riot Shield Games | - | Jun 16, 2026 | |
Alembix TCG In-game content art | We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material. | DFT Games Studios | - | Jun 15, 2026 | |
Last Breath Store/marketing art | AI used for some inventory items and for images on the game's store page, and edited with a graphics editor. | Mx | 43 | Jun 15, 2026 | |
Signs and Seasons In-game content artaudio | AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist. | Great Wall Studio | - | Jun 13, 2026 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | Jun 12, 2026 | |
Grimm's Folly In-game content audio | Voice lines generated by Murf.ai | Gray Days Entertainment | - | Jun 12, 2026 | |
Germ Swarm: Evolution & Mutation In-game content art | AI has been used to generate sprites. | Interlink Game Studio | - | Jun 12, 2026 | |
FlyMuse Unclear | This game contains a neural network model. | XieXing Game | - | Jun 10, 2026 | |
Atomcraft In-game content text | translations into non-English languages (otherwise I could not translate the game into everyone's language in good time) | Triplejump | 340 | Jun 8, 2026 | |
HOMUNCULCHU Store/marketing art | Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer. | Okisyu | - | Jun 5, 2026 | |
Luna Meridian In-game content arttext | Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer. | Field Noise Co. | - | Jun 5, 2026 | |
New Science Live AI arttext | New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team. | Agapo Games | - | Jun 3, 2026 | |
MINERALS: Deep Core Mining Unclear art | Base Texture Preparation | THINK & FEEL | 19 | Jun 3, 2026 | |
Biosphere Simulator In-game content artaudiotext | The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools. | ioStudios | - | Jun 3, 2026 | |
The Lakeview Orb 2: Consequences In-game content art | Texture generation, upscaling, and store page capsules. | A-Grand HT | - | May 23, 2026 | |
Project: C.E.L.L. Store/marketing art | Temporary artwork for the store page. | Under Stair Games | - | May 23, 2026 | |
The Universe Won't Pause In-game content art | Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI. | My Insights Games | - | May 23, 2026 | |
MutaPit Store/marketing art | Some promotional/marketing materials (capsule art, store page images) were created with the help of AI image generation tools. | Jackie & Feifei | - | May 23, 2026 | |
PlanetMars3D: Spirit Mission In-game content text | Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools. | 4AI Limited | - | May 23, 2026 | |
Binary Proof In-game content artcode | During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design. | Harun EŞKAR | - | May 23, 2026 | |
Crimsooon Sun In-game content text | AI-based translation tools were used for localizing the in-game text and store page descriptions from Japanese to English. All translated content has been reviewed and refined by the developer. | Old Retina Museum | - | May 23, 2026 | |
GeoFlag In-game content artaudiotext | Some of its content was created with AI tools and reviewed by the
developer before inclusion: visual art, audio, and in-game text.
No AI content is generated while you play. | Ogo Studio | - | May 23, 2026 | |
Shapemonger In-game content artaudiocode | Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding | Topito Games | - | May 23, 2026 | |
AGI Developer: Click Is All You Need Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | May 23, 2026 | |
Syntaris In-game content artcode | This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase.
In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design. | Yusuf AKYILDIZ | - | May 23, 2026 | |
Ascension Tower In-game content textart | Some AI involvement in the language editing and visual generation of some areas of the game. | SmallFish Studios | - | May 23, 2026 | |
粒子战争 Particle Wars Dev only code | This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding.
Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations. | jizai | - | May 23, 2026 | |
Logos Orbit In-game content arttext | In this game, the developer uses AI tools in the creation of the following pre-generated content that players see:
1. Artwork: Image assets used on the store page and in the Steam library (capsule images, header images, etc.) and promotional materials.
2. Text: In-game text, store page descriptions, and their multilingual translations. | IS Product | - | May 23, 2026 | |
Periapsis: Gravity Slingshot In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | May 23, 2026 | |
Splash monsters 1+2 Store/marketing art | some concept art was adapted from ai prompts | Penguinguy0001 | - | May 23, 2026 | |
SkyOs In-game content codetext | Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game. | SkyOS Labs | - | 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 | |
Motocross The Force Store/marketing art | Minimal use of AI to enhance some store artwork. | SHANGHAI CHAPEROT SCIENCE AND TECHNOLOGY CO., LTD. | - | 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 | |
Destroy the Asteroids Store/marketing art | Some promotional images and visual assets for the game were created using AI-assisted tools during development. | Ranie Soares da Costa | - | May 23, 2026 | |
Herbalist Roman In-game content arttextaudio | Artificial intelligence was used to create a portion of the game's visual assets. This includes illustrations within the herbal book, as well as loading, summary, and game-over screens.
AI tools were used to generate localizations for languages other than English and Polish.
Dialogue voice lines are currently generated using TTS tools. The game is still in development, and these generated voices are temporary placeholders that will be replaced by voice actors once the story and scripts are finalized. | DziczeDzieci | - | May 23, 2026 | |
Sand in a Box In-game content audioart | Gameplay trailer on storepage uses song made with the help of suno.ai
Some backgrounds in the game are made with the help of various generative AI tools like Adobe Firefly. | Tiliasoft.com | - | May 23, 2026 | |
Sicham Universe : Let's Sicham Today! In-game content artcodetext | Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use.
The main visual content of the game uses licensed or manually prepared assets. | Array's Devbook | - | May 23, 2026 | |
WAR LAB In-game content artaudiocode | The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI.
-Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality.
-Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC)
-Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for.
-No decisions are taken by AI
-No lore/story elements are written or decided by AI
-No 3D models have been made using AI
Last updated: March 22 2026 (5th game anniversary)
Possible changes in the future:
-Realtime AI NPC actions
-AI-driven text-to-speech for NPCs
-Player mimics (takes in player voices and movements to create player "doppelgangers") | NestorVG | - | May 23, 2026 | |
Silence Archives Terminal In-game content art | Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay. | R.C. Zhang | - | Mar 18, 2026 |