AI was used to help modifying and creating part of text translation / visual / sound assets.
- Creator
- MetaMata
- Reviews
- -
- Added
- Jun 28, 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.
AI was used to help modifying and creating part of text translation / visual / sound assets.
Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable.
Some of the visual assets and basic scripts in this work were created using generative artificial intelligence. All AI-generated content was ultimately manually modified and rigorously reviewed by the developers.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
I complete the insufficient parts of my artwork using artificial intelligence.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release.
AI Usage Disclosure AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer.
This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images
Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists.
Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers.
This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations.
AI tools were used only for creating promotional visual materials.
Audio in the development of this game was created using AI tools.
Base Texture Preparation
This game uses generative AI for the following elements during development: Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works.
We use artificial intelligence to create the images and text on our store page.
The music and majority of the code was make by AI. Code by Grok Music by Sonauto
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos.
AI is used for some of the experiences art, voices, and textures.
Generative AI was used for background music production.
Some visual and audio assets in this game were created with the assistance of generative AI tools. All content was reviewed, edited, and integrated by the developer to ensure quality and consistency.
Some placeholder art, music and sound effects were AI generated
The game materials are all generated by AI.
All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency.
AI-generated art objects
AI assisted with sound, graphics and code.
Some of the text and code is generated by AI
Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction. I also localized steam page using it to some languages.
AI-generated content is used for some in-game images and Steam library/background artwork
AI tools were utilized for text translation and proofreading.
Some localized versions of the game may include text translated with the assistance of AI tools.
all the pictures are generated by artificial intelligence.
Some pixel art assets (item icons, monster sprites) were created with AI assistance.
AI was used to generate some sound effects and as a voice changer to alter a single human voice sound clip.
This game uses generative AI tools in a limited capacity during development. A small number of environmental textures were created with AI assistance. The majority of in-game assets are licensed assets (e.g., Craftpix) or custom-developed by the creator. All gameplay systems, mechanics, level design, and core development were created by the developer. AI-generated content does not affect gameplay functionality and is used only as a supplemental production tool.
Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic.
Generative AI tools were employed to assist with localization and the creation of some art assets.
Some localization text was generated using AI translation.
Some in-game written notes were initially drafted with AI assistance and later refined by the developer.
Our current build utilizes generative tools for some marketing materials and visual assets. Every element is refined, hand-edited, and curated to align with our artistic vision. We are actively evaluating our art pipeline and may further polish or replace these assets as development progresses to ensure the highest quality for the final release.
Some visual assets in this game were created using generative AI tools. All such content has been reviewed, edited, and manually integrated into the game by the developer. The usage rights for these assets belong to the developer. The game does not generate AI content in real time during gameplay.
Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity.
Use of Generative Artificial Intelligence in Planet of Lava – Save the Planet This Game uses generative artificial intelligence (AI) technology to enhance certain in-game features. Specifically: 1. Procedural Content: Some icons and misics may be generated with the assistance of AI to create varied and dynamic game levels. 2. Non-Critical Assets: All core gameplay mechanics, story, and essential level design are created by the developers. AI is only used to assist in generating supplementary content. 3. User Safety: No player personal data is used by the AI. All AI-generated content is internal to the game and does not involve external servers or cloud processing that could access user information. By playing the Game, you acknowledge that some in-game content may be AI-generated for artistic or procedural purposes.
AI-generated content includes: * Promotional graphics for the Steam Store page. (GPT) * UI icons and game main icon. (GPT) * Initial translations for in-game text. (GPT) * Voice synthesis for the "Rabbit" character. (ElevenLabs)
AI is partially used for translations.
The primary visual assets (images) in this game were created using generative AI tools. Furthermore, AI was utilized as a supporting assistant to help finalize game translations, music tracks, sound effects, and segments of the source code. All AI-assisted content has been reviewed and finalized by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Throughspire In-game content textartaudio | AI was used to help modifying and creating part of text translation / visual / sound assets. | MetaMata | - | Jun 28, 2026 | |
Cavernreach In-game content audioart | Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable. | Deep Rock Games | - | Jun 27, 2026 | |
King of the Black Market In-game content artcode | Some of the visual assets and basic scripts in this work were created using generative artificial intelligence. All AI-generated content was ultimately manually modified and rigorously reviewed by the developers. | Off-Route | - | Jun 27, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
Chaosborne In-game content art | I complete the insufficient parts of my artwork using artificial intelligence. | Mehmet Keskin | - | Jun 14, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Crooked In-game content artaudiocode | Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release. | indie-dir | - | Jun 10, 2026 | |
Rockfall Store/marketing codeart | AI Usage Disclosure
AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer. | Kajter Games | - | Jun 9, 2026 | |
The Return In-game content artaudio | This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images | YIN WEN CE | - | Jun 9, 2026 | |
Spider Subway In-game content textcode | Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists. | Bronzeman Socks | - | Jun 6, 2026 | |
AccidentHouse In-game content art | Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers. | K App. | 63 | Jun 6, 2026 | |
Time Gamers: Guardians of the Marble Man In-game content art | This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations. | David Brinkman | - | Jun 5, 2026 | |
Blockmind Store/marketing art | AI tools were used only for creating promotional visual materials. | Quacky Games | 142 | Jun 3, 2026 | |
Deep Drill Simulator In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | Jun 3, 2026 | |
MINERALS: Deep Core Mining Unclear art | Base Texture Preparation | THINK & FEEL | 19 | Jun 3, 2026 | |
Rally the Parties In-game content arttext | This game uses generative AI for the following elements during development:
Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit
Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude
All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works. | TK Works | - | May 23, 2026 | |
One More Dig! Store/marketing arttext | We use artificial intelligence to create the images and text on our store page. | Lance Games | - | May 23, 2026 | |
In The Roots Of The Mountain In-game content audiocode | The music and majority of the code was make by AI.
Code by Grok
Music by Sonauto | CaljDev | - | May 23, 2026 | |
Drown World In-game content artaudiotext | Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI. | Meat Lab | - | May 23, 2026 | |
天藻のモズクヒメ In-game content art | This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos. | Kazumitsu Ota | - | May 23, 2026 | |
REK In-game content artaudio | AI is used for some of the experiences art, voices, and textures. | REK | - | May 23, 2026 | |
Mine Farm In-game content audio | Generative AI was used for background music production. | JHL GAMES | 10 | May 23, 2026 | |
Nytherra In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools. All content was reviewed, edited, and integrated by the developer to ensure quality and consistency. | Winsmoke | - | May 23, 2026 | |
POUND SAND In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | May 23, 2026 | |
Abyss Cards In-game content artaudiocodetext | The game materials are all generated by AI. | Youhooo | - | May 23, 2026 | |
记忆迷宫 Memory Maze In-game content art | All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency. | Director Liu | - | May 23, 2026 | |
Mafia Business Simulator In-game content art | AI-generated art objects | Play Games | - | May 23, 2026 | |
Bulletball In-game content artaudiocode | AI assisted with sound, graphics and code. | Crosscades | - | May 23, 2026 | |
Nothing Remarkable Today Unclear textcode | Some of the text and code is generated by AI | Constanteer Interactive | - | May 23, 2026 | |
Rootbound Enigma In-game content art | Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance. | AppLossStudio | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
Thrill Seeker Store/marketing text | I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction.
I also localized steam page using it to some languages. | Random Games Generator | - | May 23, 2026 | |
Dig Inc. In-game content art | AI-generated content is used for some in-game images and Steam library/background artwork | Tematus | - | May 23, 2026 | |
Labyrinth of Aetheria In-game content text | AI tools were utilized for text translation and proofreading. | Jimineko Games | 42 | May 23, 2026 | |
Spark in the Dark In-game content text | Some localized versions of the game may include text translated with the assistance of AI tools. | Stellar Fish | 1.1k | May 23, 2026 | |
Visual Novel: Requiem for Noodles Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 10 | Mar 18, 2026 | |
背包地牢 In-game content art | Some pixel art assets (item icons, monster sprites) were created with AI assistance. | 夜喵 | 591 | Mar 18, 2026 | |
An Odd Walk: Shinjuku Alley In-game content audio | AI was used to generate some sound effects and as a voice changer to alter a single human voice sound clip. | BoxLoaf | - | Mar 18, 2026 | |
Prison Freak In-game content art | This game uses generative AI tools in a limited capacity during development. A small number of environmental textures were created with AI assistance. The majority of in-game assets are licensed assets (e.g., Craftpix) or custom-developed by the creator.
All gameplay systems, mechanics, level design, and core development were created by the developer. AI-generated content does not affect gameplay functionality and is used only as a supplemental production tool. | OrcaLab Studios™ | - | Mar 18, 2026 | |
Static Condition In-game content artaudiotext | Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic. | Static Game Labs | - | Mar 18, 2026 | |
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
The Long Mine In-game content text | Some localization text was generated using AI translation. | Cold Lynx | - | Mar 18, 2026 | |
The Excavation : Beneath The Cathedral In-game content text | Some in-game written notes were initially drafted with AI assistance and later refined by the developer. | Wyrmfang Forge | - | Mar 18, 2026 | |
Portal Fall Store/marketing art | Our current build utilizes generative tools for some marketing materials and visual assets. Every element is refined, hand-edited, and curated to align with our artistic vision.
We are actively evaluating our art pipeline and may further polish or replace these assets as development progresses to ensure the highest quality for the final release. | Double Jester | - | Mar 18, 2026 | |
Riches in the Deep In-game content art | Some visual assets in this game were created using generative AI tools. All such content has been reviewed, edited, and manually integrated into the game by the developer. The usage rights for these assets belong to the developer. The game does not generate AI content in real time during gameplay. | Berk Arifoglu | - | Mar 18, 2026 | |
CHWÆST: A Creeping Parasite Horror Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | 23 | Mar 18, 2026 | |
Planet of Lava – Save the Planet In-game content art | Use of Generative Artificial Intelligence in Planet of Lava – Save the Planet
This Game uses generative artificial intelligence (AI) technology to enhance certain in-game features. Specifically:
1. Procedural Content: Some icons and misics may be generated with the assistance of AI to create varied and dynamic game levels.
2. Non-Critical Assets: All core gameplay mechanics, story, and essential level design are created by the developers. AI is only used to assist in generating supplementary content.
3. User Safety: No player personal data is used by the AI. All AI-generated content is internal to the game and does not involve external servers or cloud processing that could access user information.
By playing the Game, you acknowledge that some in-game content may be AI-generated for artistic or procedural purposes. | Leschev Game Studio | - | Mar 18, 2026 | |
Rabbit vs Mole In-game content arttextaudio | AI-generated content includes:
* Promotional graphics for the Steam Store page. (GPT)
* UI icons and game main icon. (GPT)
* Initial translations for in-game text. (GPT)
* Voice synthesis for the "Rabbit" character. (ElevenLabs) | Atrox Studio | - | Mar 18, 2026 | |
Cozy Mining In-game content text | AI is partially used for translations. | tatsumaki games | 35 | Mar 18, 2026 | |
Miner's Nook In-game content artaudiotextcode | The primary visual assets (images) in this game were created using generative AI tools. Furthermore, AI was utilized as a supporting assistant to help finalize game translations, music tracks, sound effects, and segments of the source code. All AI-assisted content has been reviewed and finalized by the developer. | 三百兩 | - | Mar 18, 2026 |