AI was used here purely to help put the game together, such as: - writing scripts - recording voice lines - generating animations
- Creator
- AnyJackProductions
- Reviews
- -
- Added
- Aug 20, 2026
Public Steam disclosure research 25,497 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 here purely to help put the game together, such as: - writing scripts - recording voice lines - generating animations
steam logo and cover art made with ai software
Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools.
Generative AI was used only to help create the store header image and some sound effects. All final content was checked and polished by our team.
steam logo and cover art made with ai software tools
Assets on the store page have been AI‑enhanced.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us. The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service. Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
AI helped me with complex network code.
Game logo and cover art to store page made with ai tools
Most of the graphic images were generated using AI with further manual processing
Generative AI tools were used during the development process for pre-generated image assets, specifically for refining, upscaling, and enhancing original artwork created by the developer. No real-time AI generation is used in the game.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
本作では、ゲーム内アセットおよびストアページ用グラフィックアセットの制作に、生成AIツールを使用しています。 すべての生成物は開発者が確認・調整のうえ使用しています。
Some promotional materials for this game — including portions of the trailer and key art — were created with the assistance of generative AI tools. All such content is pre-generated, reviewed, and edited by the developer before publication. The game itself does not generate any content with AI at runtime.
AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style.
I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done.
Store art work has been generated using AI.
Localization, some descriptions
Generative AI tools were used during the development process to assist in creating pre-rendered concept art and promotional visual elements.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
Generative AI was used during development to create some concept art, early promotional images, certain 3D assets, and UI illustrations. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not use AI-generated content during gameplay.
DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay.
AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation.
all the pictures are generated by artificial intelligence.
Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer.
This game uses generative AI as a production tool for certain visual art and music assets. All AI-assisted content has been reviewed and refined by the developer. No generative AI is used during gameplay. All puzzles, investigation mechanics, and gameplay systems are designed and implemented by the developer.
As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer.
Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support
This game uses generative AI to assist in creating some monster and card artwork.
Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic.
Generative AI tools were used to assist in the creation of some 2D visual assets and artwork (including character illustrations and background art). All generated assets have been reviewed and refined to fit the game's pixel art style and quality standards.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets.
Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited.
Generative AI tools were used to assist in the creation of promotional store assets (such as store banners and visual graphics). Additionally, AI-assisted tools were used during development to help write and optimize procedural C# code for dynamic map generation and environment layout variation. The game itself does not generate content or call external AI models in real-time while running.
This game uses AI to assist in generating 3D models, videos, and studies of characters and environments.
Ai Is used in CFS Music Production and Concepts To Pave A strong Future. Music is all temporary and eventually replaced by hopefully LG And WW
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer.
Some of the game's textures, models, and code were generated with the assistance of AI.
Generative AI tools were used during development to assist in creating certain environmental textures and ambient sound effects to enhance the game's atmosphere. All generated assets were reviewed and integrated manually to fit the retro aesthetic of the game.
AI tools including ChatGPT, Lovart, and others were used during development to generate early concept art for characters, weapons, props, UI, and pet animations. All final in-game assets were manually redrawn and refined by our art team.
Built with the help of machine learning algorithms for faster asset creation and tuning
Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS. The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay.
Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language.
AI is used to enhance and upscale some images.
AI tools are used to generate some of the game's content, which is then reviewed, edited and polished by the team.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
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.
Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sayon's Horror In-game content textaudioart | AI was used here purely to help put the game together, such as:
- writing scripts
- recording voice lines
- generating animations | AnyJackProductions | - | Aug 20, 2026 | |
Sad Virus Foodland Store/marketing art | steam logo and cover art made with ai software | Kendall Studios | - | Aug 20, 2026 | |
Historiker In-game content audio | Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools. | PlatformOne | - | Aug 19, 2026 | |
We Ruin Football In-game content artaudio | Generative AI was used only to help create the store header image and some sound effects. All final content was checked and polished by our team. | Panic Cat Studio | - | Aug 19, 2026 | |
Sad Virus Egypt Store/marketing art | steam logo and cover art made with ai software tools | Valkeala Software | - | Aug 19, 2026 | |
骷髅传奇 Store/marketing art | Assets on the store page have been AI‑enhanced. | 骷髅传奇 | - | Aug 19, 2026 | |
Gearbound In-game content artaudio | The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime. | Osaka Rock | - | Aug 19, 2026 | |
I'm a Cowboy, Baby! Dev only code | AI helped me with complex network code. | Sever | - | Aug 19, 2026 | |
Devil Worm Store/marketing art | Game logo and cover art to store page made with ai tools | Saylor Games | - | Aug 19, 2026 | |
Grim wanderings reborn In-game content art | Most of the graphic images were generated using AI with further manual processing | Ellinia games | - | Aug 19, 2026 | |
Until I Reclaim It In-game content art | Generative AI tools were used during the development process for pre-generated image assets, specifically for refining, upscaling, and enhancing original artwork created by the developer. No real-time AI generation is used in the game. | yongtasy | - | Aug 19, 2026 | |
Labyrinth of Reverie In-game content audioarttext | This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care. | LeonGrayJ | - | Aug 19, 2026 | |
隔離病院 In-game content art | 本作では、ゲーム内アセットおよびストアページ用グラフィックアセットの制作に、生成AIツールを使用しています。
すべての生成物は開発者が確認・調整のうえ使用しています。 | ASINOURA | - | Aug 19, 2026 | |
Otherworldly Business Store/marketing art | Some promotional materials for this game — including portions of the trailer and key art — were created with the assistance of generative AI tools. All such content is pre-generated, reviewed, and edited by the developer before publication. The game itself does not generate any content with AI at runtime. | Pinnah Studio | - | Aug 19, 2026 | |
The Rift Trader In-game content art | AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style. | Tremolo Games | - | Aug 19, 2026 | |
Egg Rush In-game content art | I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done. | EggRush | - | Aug 19, 2026 | |
Salt & Schooners Store/marketing art | Store art work has been generated using AI. | Clayton Games | - | Aug 19, 2026 | |
Banshee Protocol In-game content text | Localization, some descriptions | Ivan Pichugin | - | Aug 19, 2026 | |
The Last Curse In-game content art | Generative AI tools were used during the development process to assist in creating pre-rendered concept art and promotional visual elements. | Aurex Studio | - | Aug 19, 2026 | |
LIMINAL ROOMS Dev only code | I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI. | brissanna | - | Aug 19, 2026 | |
Snowed In Store/marketing art | Generative AI was used during development to create some concept art, early promotional images, certain 3D assets, and UI illustrations. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not use AI-generated content during gameplay. | Eredzhepov Rustam | - | Aug 19, 2026 | |
DriveGear In-game content artaudio | DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay. | Coffee n Cards | - | Aug 19, 2026 | |
I Hear the Forest In-game content text | AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation. | Podoba Interactive | - | Aug 19, 2026 | |
Visual Novel: ECHO Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 19, 2026 | |
Extraordinary In-game content art | Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer. | Cengiz İnançlı | - | Aug 19, 2026 | |
The Clues In-game content artaudio | This game uses generative AI as a production tool for certain visual art and music assets. All AI-assisted content has been reviewed and refined by the developer. No generative AI is used during gameplay. All puzzles, investigation mechanics, and gameplay systems are designed and implemented by the developer. | Knotwise Games | - | Aug 19, 2026 | |
One Week Left In-game content arttextaudio | As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer. | yongdustudio | - | Aug 19, 2026 | |
绝灵_暗黑修仙搜打撤 Live AI arttext | Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support | 瓦舍游戏 | - | Aug 19, 2026 | |
Arrow Rain In-game content art | This game uses generative AI to assist in creating some monster and card artwork. | potg | - | Aug 19, 2026 | |
Stall #2 In-game content art | Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic. | Fidgetworks | - | Aug 19, 2026 | |
灭世至尊 In-game content art | Generative AI tools were used to assist in the creation of some 2D visual assets and artwork (including character illustrations and background art). All generated assets have been reviewed and refined to fit the game's pixel art style and quality standards. | QZ Studio | - | Aug 19, 2026 | |
Star Surge In-game content art | During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand. | Typhoon | - | Aug 19, 2026 | |
Monster Mavericks In-game content art | Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets. | Trevor Allen | - | Aug 19, 2026 | |
Space Industry In-game content art | Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited. | Eirikrson | - | Aug 19, 2026 | |
An Unknown Land Store/marketing artcode | Generative AI tools were used to assist in the creation of promotional store assets (such as store banners and visual graphics). Additionally, AI-assisted tools were used during development to help write and optimize procedural C# code for dynamic map generation and environment layout variation. The game itself does not generate content or call external AI models in real-time while running. | Luiz Augusto Arce | - | Aug 19, 2026 | |
TOYARTWAR Unclear art | This game uses AI to assist in generating 3D models, videos, and studies of characters and environments. | Marco Alemar | - | Aug 19, 2026 | |
CFS 3 Unclear audio | Ai Is used in CFS Music Production and Concepts To Pave A strong Future. Music is all temporary and eventually replaced by hopefully LG And WW | Orange Juice | - | Aug 19, 2026 | |
Wildreach Store/marketing text | Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime. | PickBits Studios | - | Aug 19, 2026 | |
Senti Metrica In-game content text | Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer. | NOPAINNOPAY | - | Aug 19, 2026 | |
Sail: Evolved Tides In-game content artcode | Some of the game's textures, models, and code were generated with the assistance of AI. | Aellora Games | - | Aug 19, 2026 | |
Somnesis: The PSX Tapes In-game content artaudio | Generative AI tools were used during development to assist in creating certain environmental textures and ambient sound effects to enhance the game's atmosphere. All generated assets were reviewed and integrated manually to fit the retro aesthetic of the game. | DeveloperOFT | - | Aug 19, 2026 | |
热血江湖:归来 In-game content art | AI tools including ChatGPT, Lovart, and others were used during development to generate early concept art for characters, weapons, props, UI, and pet animations. All final in-game assets were manually redrawn and refined by our art team. | 上海悦腾网络科技有限公司 | - | Aug 19, 2026 | |
Misfits Legion Unclear art | Built with the help of machine learning algorithms for faster asset creation and tuning | lukyn111 | - | Aug 18, 2026 | |
Witherwood In-game content art | Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS.
The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay. | Cunning Craft LLC | - | Aug 18, 2026 | |
Ghostly Late Night Show In-game content textaudio | Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language. | Miltan Digital Ltd | - | Aug 17, 2026 | |
Dragon Era: Rogue Slots In-game content art | AI is used to enhance and upscale some images. | Playmage | - | Aug 17, 2026 | |
Holy Relic Shop Simulator In-game content | AI tools are used to generate some of the game's content, which is then reviewed, edited and polished by the team. | Iron Sanctum | - | Aug 17, 2026 | |
The Last Lunch In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game. | Station62 studio Inc. | - | Aug 17, 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 | |
Two Years Later In-game content audiocode | Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing. | West Bridge Studio | - | Aug 17, 2026 |