Some artworks were generated with AI tools and edited.
- Creator
- Jens P. Behrens
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 26,937 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 artworks were generated with AI tools and edited.
Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time. The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game. To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players.
During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team.
During Early Access some AI generated images may be used as placeholders, for example during the loading screens.
This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer.
Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated.
1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store). 2. Pre-rendered achievement icons.
Steam achievements may contain pictures that was generated by AI
Marketing material such as capsule images, event/news post images and library images have used Generative AI.
Some voice acting, music, graphics (SVG), store capsules and main menu art were created with AI generation tools, then reviewed and curated by the developer. The game's text is also translated into multiple languages with the help of AI: each of its more than 15,000 strings is translated with its in-game context and then checked by a separate, independent AI review. Feedback from native speakers is welcome.
We use Generative AI tools specifically for the voice acting (dialogue, radio transmissions, and environmental narration) of characters and story sequences.
AI tools were used in the creation of this game’s box art. The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail. The background environment and title text were generated using AI tools. This AI disclosure was written with the assistance of AI tools. No generative AI has been used for in-game assets at this time.
Some of the musical motifs were generated by AI
The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options.
AI Tools have been used during the development in both artwork and code.
For the development of The Bus, AI was used occasionally and to a limited extent as a supportive tool, for example for passenger voices or textures. All content was ultimately reviewed, revised, and integrated into the game by our team.
Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release.
To generate 2D art for cards, 2D characters, logos, etc.
AI-generated images may be used in in-game UI or in image assets on the Steam store page.
Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. All other languages were translated by a team of human translators.
Some textures and assets are AI-assisted. Some audio tracks are AI-assisted.
Dialogues in the game are structured with the help of AI tools, and temporary AI voice lines are used to convey the story, dialogue, and drama.
Some visual assets in the game, such as icons, UI elements and loading screen images, were created with the assistance of AI tools and then edited and integrated into the game by the developer.
Some store artwork and promotional images were created with the assistance of AI image generation tools. All game logic, commentary text, fight simulation, and gameplay content are authored by the developer using traditional programming — no generative AI is used during gameplay.
Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer.
Cover art and localizations were made with the help of generative artificial intelligence.
Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human.
The game utilizes various visuals generated by artificial intelligence...
The background images and girls pictures are pre-rendered AI art
Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools.
Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay.
Some assets used on the store page have been optimized with AI.
The game's artwork is AI-assisted.
Some code snippets and store page images were edited or generated using artificial intelligence.
Some imagery was created with the help of AI
Includes AI-generated sound assets and localized text.
AI-assisted artwork is used for some promotional materials. The game features voiced tutorials and full localization in six languages to be accessible to the widest audience.
Moment Hunter features content entirely created with generative AI tools, including all level environments, cinematic videos, and visual assets. Each AI-generated asset has been carefully curated, sequenced, and integrated by the developer to create a unique and cohesive gameplay experience. All content complies with Steam's generative AI policies and does not include any illegal or infringing material.
The music in the game was carefully crafted alongside AI to provide a wide variety of songs for background music.
Some illustrations on the store page were created using AI.
Some image assets were generated using AI.
AI has been used to create some assets of this game
Character, monsters artworks and capsule arts.
Some promotional or artistic visual assets in Teckel Adventure were initially generated with the help of AI tools and then edited or integrated by the developer. No content is generated by AI during gameplay. All gameplay systems and interactive content are fully predefined.
Some in-game icons originated as AI-generated concept drafts and were subsequently heavily modified, refined, and finalized by the developer before being included in the final game.
Some visual assets were produced using AI-assisted tools
We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals.
The loading and main menu background picture was generated by AI.
During development, generative AI tools were used to assist in creating the following content: Image Assets: Some enemy characters, backgrounds, and scene elements were created with the assistance of AI tools. All images have undergone extensive manual illustration, style integration, and post-processing to ensure consistency with the game's overall art direction. Music & Sound Effects: Prototypes for some background music tracks and ambient sound effects were created with the assistance of AI tools.
AI was used in the production of this game: • Programming — Anthropic Claude AI Code • Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support) • Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support) • Some graphic assets — Krea AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tree House Colony In-game content art | Some artworks were generated with AI tools and edited. | Jens P. Behrens | - | May 23, 2026 | |
Human Error Live AI text | Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time.
The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game.
To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players. | Tinker Studio | - | May 23, 2026 | |
Eternal Exodus Dev only | During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team. | Fordesoft | - | May 23, 2026 | |
Hidden Deep In-game content art | During Early Access some AI generated images may be used as placeholders, for example during the loading screens. | Cogwheel Software | 1.9k | May 23, 2026 | |
Night Rolls Cozy Store In-game content arttext | This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer. | Polytale Games | - | May 23, 2026 | |
Pocket Rogues In-game content art | Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated. | EtherGaming | 562 | May 23, 2026 | |
Final Upgrade art | 1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store).
2. Pre-rendered achievement icons. | TaosX | 428 | May 23, 2026 | |
Political puzzle In-game content art | Steam achievements may contain pictures that was generated by AI | Easy game | 38 | May 23, 2026 | |
Power Gunner Store/marketing art | Marketing material such as capsule images, event/news post images and library images have used Generative AI. | Mega Toast Games | 22 | May 23, 2026 | |
Code: Terraform In-game content audioarttext | Some voice acting, music, graphics (SVG), store capsules and main menu art were created with AI generation tools, then reviewed and curated by the developer. The game's text is also translated into multiple languages with the help of AI: each of its more than 15,000 strings is translated with its in-game context and then checked by a separate, independent AI review. Feedback from native speakers is welcome. | AppsMafia | 359 | May 23, 2026 | |
Windwalkers: Below the Storm In-game content audio | We use Generative AI tools specifically for the voice acting (dialogue, radio transmissions, and environmental narration) of characters and story sequences. | Magnetic Dust | - | May 23, 2026 | |
Murder Miners X In-game content art | AI tools were used in the creation of this game’s box art.
The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail.
The background environment and title text were generated using AI tools.
This AI disclosure was written with the assistance of AI tools.
No generative AI has been used for in-game assets at this time. | JForce Games | - | May 23, 2026 | |
Jester's Quest In-game content audio | Some of the musical motifs were generated by AI | Cybernautic | - | May 23, 2026 | |
District Steel Live AI audio | The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options. | Barricade Studio | 72 | May 23, 2026 | |
Rune Rally Dev only artcode | AI Tools have been used during the development in both artwork and code. | Octagon Interactive LLC | - | May 23, 2026 | |
The Bus In-game content audioart | For the development of The Bus, AI was used occasionally and to a limited extent as a supportive tool, for example for passenger voices or textures. All content was ultimately reviewed, revised, and integrated into the game by our team. | TML-Studios | 1.8k | May 23, 2026 | |
Governor of Poker 3 In-game content arttext | Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release. | Playtika Ltd. | 6.5k | May 23, 2026 | |
Dungeoncraft In-game content art | To generate 2D art for cards, 2D characters, logos, etc. | Zinnusl | - | May 23, 2026 | |
FreeStyle 2: Street Basketball In-game content art | AI-generated images may be used in in-game UI or in image assets on the Steam store page. | JOYCITY | 7k | May 23, 2026 | |
Arma 3 In-game content text | Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes.
All other languages were translated by a team of human translators. | Bohemia Interactive | 111.6k | May 23, 2026 | |
Trouble in Potion High In-game content artaudio | Some textures and assets are AI-assisted.
Some audio tracks are AI-assisted. | Faynogames | - | Mar 18, 2026 | |
Missed Call In-game content textaudio | Dialogues in the game are structured with the help of AI tools, and temporary AI voice lines are used to convey the story, dialogue, and drama. | Nimmen Studios | - | Mar 18, 2026 | |
Redline JDM Drift In-game content art | Some visual assets in the game, such as icons, UI elements and loading screen images, were created with the assistance of AI tools and then edited and integrated into the game by the developer. | Antique Box Studio | - | Mar 18, 2026 | |
Sim: Heavyweight Boxing Champion Store/marketing art | Some store artwork and promotional images were created with the assistance of AI image generation tools. All game logic, commentary text, fight simulation, and gameplay content are authored by the developer using traditional programming — no generative AI is used during gameplay. | Jfsimgames | - | Mar 18, 2026 | |
SpellCarved In-game content codeart | Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer. | Spooked Interactive | - | Mar 18, 2026 | |
Islandustry Store/marketing textart | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | Mar 18, 2026 | |
Lil Planet Explorer In-game content textartcode | Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human. | Glowing Pillar Games | - | Mar 18, 2026 | |
Popfall Arena Store/marketing art | The game utilizes various visuals generated by artificial intelligence... | PORTAL351 STUDIOS | - | Mar 18, 2026 | |
Lovely Anime Puzzle: Autumn In-game content art | The background images and girls pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Fortain art | Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools. | Ainspire | - | Mar 18, 2026 | |
My House on the 9th Floor Dev only arttext | Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay. | RSapling | - | Mar 18, 2026 | |
传奇盛世 Store/marketing art | Some assets used on the store page have been optimized with AI. | 传奇盛世 | - | Mar 18, 2026 | |
献祭浮木!我无限复活!(魔王传说) In-game content art | The game's artwork is AI-assisted. | 梦华 | - | Mar 18, 2026 | |
ShardSpace Store/marketing codeart | Some code snippets and store page images were edited or generated using artificial intelligence. | SmartMita | - | Mar 18, 2026 | |
Solitaire Time Warp Unclear art | Some imagery was created with the help of AI | Far Side Games | - | Mar 18, 2026 | |
Pulslink In-game content audiotext | Includes AI-generated sound assets and localized text. | FatCoke | - | Mar 18, 2026 | |
The Undercut: Racing Manager In-game content arttext | AI-assisted artwork is used for some promotional materials. The game features voiced tutorials and full localization in six languages to be accessible to the widest audience. | Staz.Tech | 49 | Mar 18, 2026 | |
Moment Hunter In-game content art | Moment Hunter features content entirely created with generative AI tools, including all level environments, cinematic videos, and visual assets. Each AI-generated asset has been carefully curated, sequenced, and integrated by the developer to create a unique and cohesive gameplay experience. All content complies with Steam's generative AI policies and does not include any illegal or infringing material. | Cem Budak | - | Mar 18, 2026 | |
Pure College Football In-game content audio | The music in the game was carefully crafted alongside AI to provide a wide variety of songs for background music. | Reck-it Warehouse | - | Mar 18, 2026 | |
雪女ちゃんチェッカー Store/marketing art | Some illustrations on the store page were created using AI. | Cockroach Studio | - | Mar 18, 2026 | |
DesktopClaw In-game content art | Some image assets were generated using AI. | XDesktopSoft | - | Mar 18, 2026 | |
Toddler Tumble In-game content | AI has been used to create some assets of this game | BefuddleBug | - | Mar 18, 2026 | |
Immortal Faces In-game content art | Character, monsters artworks and capsule arts. | ZERO5GAMES | 12 | Mar 18, 2026 | |
Teckel Adventure In-game content art | Some promotional or artistic visual assets in Teckel Adventure were initially generated with the help of AI tools and then edited or integrated by the developer.
No content is generated by AI during gameplay. All gameplay systems and interactive content are fully predefined. | SoulsQuest Games | - | Mar 18, 2026 | |
Alchemic Apothecary In-game content art | Some in-game icons originated as AI-generated concept drafts and were subsequently heavily modified, refined, and finalized by the developer before being included in the final game. | CaffeineBoosterGames | - | Mar 18, 2026 | |
Little Stronger In-game content art | Some visual assets were produced using AI-assisted tools | Mstudio | - | Mar 18, 2026 | |
Idle Slot Machine In-game content textart | We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals. | DodoModo | - | Mar 18, 2026 | |
Hus: 4-Row Mancala Store/marketing art | The loading and main menu background picture was generated by AI. | Mycostax | - | Mar 18, 2026 | |
迴避我的死亡結局 In-game content artaudio | During development, generative AI tools were used to assist in creating the following content:
Image Assets: Some enemy characters, backgrounds, and scene elements were created with the assistance of AI tools. All images have undergone extensive manual illustration, style integration, and post-processing to ensure consistency with the game's overall art direction.
Music & Sound Effects: Prototypes for some background music tracks and ambient sound effects were created with the assistance of AI tools. | 阿煙 | 35 | Mar 18, 2026 | |
Space Salvage Simulator In-game content artaudiocode | AI was used in the production of this game:
• Programming — Anthropic Claude AI Code
• Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support)
• Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support)
• Some graphic assets — Krea AI | Surgical | - | Mar 18, 2026 |