AI was used for music and some visual assets. No live AI is used in-game.
- Creator
- Bison Forge Interactive
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,508 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 for music and some visual assets. No live AI is used in-game.
All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
This product uses generative AI for live text-based character dialogue, optional code or technical text generation, and AI-assisted pre-generated visual assets. Players can interact with an AI desktop character through text chat. AI responses may be generated based on the character profile, the current conversation, limited memory, and optional screen-context summaries. When requested by the user, the AI may also generate programming explanations, code snippets, configuration examples, or technical suggestions. AI conversation features require an internet connection. In the Steam version, players do not need to create, configure, or manage any third-party AI service accounts or API keys. Access to AI features is managed by the developer’s backend service and uses in-app AI Credits purchased through Steam Wallet. The artwork used as the basis for the built-in character was created with assistance from ChatGPT and was subsequently manually edited, separated, and rigged by the developer as a Live2D model. Some promotional images, Steam library assets, background art, and key art were also created or refined with the assistance of generative AI tools during development. The product does not generate images, audio, music, voice, textures, 3D models, or video at runtime. Generated code is not automatically executed, compiled, installed, or applied by the application. Any use of generated code is controlled by the user outside the application.
The more complex background images in the game are AI-generated.
During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
Includes images created using generative AI.
Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game.
This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards.
This game uses generative AI to assist in generating some text and art resources. All content has been manually reviewed and adjusted, and does not affect core gameplay or content.
AI-Generated Content Disclosure: Artificial intelligence technology was utilized during the development of this game to assist in the creation of in-game background art and certain cutscenes.
The game's start screen and voices are generated by AI.
AI-generated assets were used for the store graphical capsule art.
Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic.
This game uses AI-generated artwork.
The game to contain art assets generated by artificial intelligence
Some sounds effekts and Objects made with AI
AI was used to assist with the localization (translation) of this game.
Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models.
Generative AI is only used as a programming assistant (like code completion or text localization). It’s not used to create the art, audio, or other content that players actually see. Enemy AI and procedural map generation are done with traditional game logic, not generative AI. The art and audio released come from third-party licensed materials on itch.io, with credits given in-game. The game doesn’t call any generative AI services while running.
Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay.
Some UI sprites and sound effects were created with the assistance of generative AI tools.
Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually.
We used AI to concept in-gamу backgrounds and sromo materials.
TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI).
AI tools were used in the creation of certain elements of this project. - programming - sound effects - background Music - Steam capsule image
We utilize generative AI for most of our artwork and some of our music. A little (5%) of the game was coded with AI assistance - this includes sdk integrations mostly for steam API.
Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand. Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI.
Some of the image assets in this game were created using generative AI.
Our team used generative AI tools to help develop some in-game card images and the images for our Steam Achievements. For any assets acquired from third-party artists, we were not always able to confirm whether generative AI was used in their creation. This is the full extent of our AI usage.
Generative AI was used to assist in the creation of game assets, which were subsequently modified, optimized, and finalized by human professionals.
Art assets in this game are partially created with AI technology to improve the overall player experience.
Since english is not my native language. During the development, I use AI and grammar websites to help me correct my sentences. But all the text was conceived and finalized by me.
AI was used to assist with programming and Steam page translations are currently AI-generated.
AI tools were used only to assist with the design of the Steam store capsule artwork. No AI-generated content is used in the game itself.
This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are called at runtime.
The game's original artwork and music are both generated by AI
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
AI Generation: The game currently uses AI-generated content and AI assistance text proofreading, translations, and idea development.
Kıvam's core — its ebru (paper marbling) simulation, gameplay, design, and direction — is authored by the developer. Generative AI tools were used as assistants in producing some supporting content: store page and marketing imagery, certain visual assets, and drafting/editing of written text, which was then reviewed and finalized by the developer. No AI-generated voice or music is used. The marbling you create in-game is produced by the game's own simulation, not by generative AI.
Some of this game's art assets were created with the assistance of generative AI tools during development, then hand-selected, edited, composited, and laid out by the developer before being integrated into the game. All AI-assisted content has been reviewed by the developer to ensure it contains no inappropriate or infringing material. No AI content is generated in real time during gameplay.
Some of the assets and images in this game were AI generated.
AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch.
Art,Music,Code
Some of the 3D art assets in Night Falls were created with the help of generative AI 3D-generation tools. These assets were then reviewed, edited, rigged, and integrated into the game by the developer. The translation of the menu and interface text into the supported languages was also produced by AI. Also, the image that is used in the Steam library as a capsule or Header, and the image of the icon. Generative AI is not used live during gameplay, all content is pre-generated and finalized during development.
Generative AI was used to clean up some grammatical bits in the messages and to create the rust splotches on the background as well as the era chains.
During development, procedural and AI-assisted tools may be used to support certain content creation tasks. All content is reviewed, refined, and integrated by the developer. Examples include artwork coloring and sound effect generation.
AI was used to generate the background image for the game's store page capsules and marketing assets
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
CUEQUENCE In-game content audioart | AI was used for music and some visual assets. No live AI is used in-game. | Bison Forge Interactive | - | Jun 28, 2026 | |
Chicken Battlefield In-game content arttextaudio | All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction. | chickenbattlefielddevs | - | Jun 28, 2026 | |
落境:未知记忆 Live AI textartcode | This product uses generative AI for live text-based character dialogue, optional code or technical text generation, and AI-assisted pre-generated visual assets.
Players can interact with an AI desktop character through text chat. AI responses may be generated based on the character profile, the current conversation, limited memory, and optional screen-context summaries. When requested by the user, the AI may also generate programming explanations, code snippets, configuration examples, or technical suggestions.
AI conversation features require an internet connection. In the Steam version, players do not need to create, configure, or manage any third-party AI service accounts or API keys. Access to AI features is managed by the developer’s backend service and uses in-app AI Credits purchased through Steam Wallet.
The artwork used as the basis for the built-in character was created with assistance from ChatGPT and was subsequently manually edited, separated, and rigged by the developer as a Live2D model. Some promotional images, Steam library assets, background art, and key art were also created or refined with the assistance of generative AI tools during development.
The product does not generate images, audio, music, voice, textures, 3D models, or video at runtime. Generated code is not automatically executed, compiled, installed, or applied by the application. Any use of generated code is controlled by the user outside the application. | 缘为冰 | - | Jun 28, 2026 | |
Relic Restorer In-game content art | The more complex background images in the game are AI-generated. | Gary Frost | - | Jun 28, 2026 | |
HIGH ROLLER : Dicey Survivors Dev only code | During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases. | Ruhan Games | - | Jun 28, 2026 | |
Hunters Trial : One Breath In-game content art | Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface. | White Iron Games | - | Jun 28, 2026 | |
Breaking Mahjong Tiles Store/marketing art | Includes images created using generative AI. | uni-yo-kan | - | Jun 28, 2026 | |
溯灵:共鸣之地 In-game content arttext | Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game. | 饭卡卡 | - | Jun 28, 2026 | |
SMTHNG WRNG In-game content arttext | This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards. | NytherMood Studio | - | Jun 28, 2026 | |
炒股养家 In-game content textart | This game uses generative AI to assist in generating some text and art resources. All content has been manually reviewed and adjusted, and does not affect core gameplay or content. | DeepSeaStudio | - | Jun 28, 2026 | |
XINGTU In-game content art | AI-Generated Content Disclosure:
Artificial intelligence technology was utilized during the development of this game to assist in the creation of in-game background art and certain cutscenes. | 溯水流觞 | - | Jun 28, 2026 | |
简易日式麻将 In-game content textaudio | The game's start screen and voices are generated by AI. | Guoxiang | - | Jun 28, 2026 | |
APEX Swoop: Card Game Store/marketing art | AI-generated assets were used for the store graphical capsule art. | Apex Business Computing | - | Jun 28, 2026 | |
Rank Risk: Guess the Order In-game content arttext | Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. | CETIN CAGLAR | - | Jun 28, 2026 | |
Nonogram Detective In-game content | This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game. | Detective Barry | - | Jun 28, 2026 | |
Seven Stops: A Trotillions Story In-game content art | Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic. | StViga | - | Jun 28, 2026 | |
我的悟空 In-game content art | This game uses AI-generated artwork. | https://steamcommunity.com/groups/mywukong | - | Jun 28, 2026 | |
Push It! In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | - | Jun 28, 2026 | |
Almost There audioart | Some sounds effekts and Objects made with AI | SIENTURE | - | Jun 28, 2026 | |
Cats & Rhythmical Restaurant In-game content text | AI was used to assist with the localization (translation) of this game. | 2phase | - | Jun 28, 2026 | |
Unheenged In-game content codeaudioart | Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models. | Half Slice Studio | - | Jun 28, 2026 | |
Maybe a CardGame? Dev only code | Generative AI is only used as a programming assistant (like code completion or text localization). It’s not used to create the art, audio, or other content that players actually see. Enemy AI and procedural map generation are done with traditional game logic, not generative AI. The art and audio released come from third-party licensed materials on itch.io, with credits given in-game. The game doesn’t call any generative AI services while running. | Moyu | - | Jun 28, 2026 | |
Pun-ishment In-game content art | Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay. | JSC-STUDIO | - | Jun 28, 2026 | |
Puzzle Together: Around The World In-game content artaudio | Some UI sprites and sound effects were created with the assistance of generative AI tools. | MEØN | - | Jun 28, 2026 | |
Casa de Cuy: A Finca Full of Fluff In-game content text | Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually. | Starline Arcade | - | Jun 28, 2026 | |
Selena's Charm 2: Enchanted Garden In-game content art | We used AI to concept in-gamу backgrounds and sromo materials. | Best Place Apps | - | Jun 28, 2026 | |
Type Hype In-game content artcode | TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI). | supergoodcorey | - | Jun 28, 2026 | |
Let Rat Be In-game content artaudio | AI tools were used in the creation of certain elements of this project.
- programming
- sound effects
- background Music
- Steam capsule image | CommaGames | - | Jun 28, 2026 | |
The Wandering Wyrm In-game content artaudiocode | We utilize generative AI for most of our artwork and some of our music.
A little (5%) of the game was coded with AI assistance - this includes sdk integrations mostly for steam API. | Critical Sprite Games | - | Jun 28, 2026 | |
Axiom Of Echoes: Proof Refactor In-game content artaudio | Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand.
Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI. | Lukas Gergel | - | Jun 28, 2026 | |
虚拟主播恰米游戏 In-game content art | Some of the image assets in this game were created using generative AI. | Unreal Studio | - | Jun 28, 2026 | |
Cards of Bellum In-game content art | Our team used generative AI tools to help develop some in-game card images and the images for our Steam Achievements. For any assets acquired from third-party artists, we were not always able to confirm whether generative AI was used in their creation. This is the full extent of our AI usage. | Ashwood Games | - | Jun 28, 2026 | |
紀事盆栽 Potted Archive In-game content art | Generative AI was used to assist in the creation of game assets, which were subsequently modified, optimized, and finalized by human professionals. | 宿芽遊戲 Suya Games | - | Jun 28, 2026 | |
Palm Farm: Idle Crops In-game content art | Art assets in this game are partially created with AI technology to improve the overall player experience. | Fantasy Tree | - | Jun 28, 2026 | |
Manual Teller Machine Dev only text | Since english is not my native language.
During the development, I use AI and grammar websites to help me correct my sentences.
But all the text was conceived and finalized by me. | Argue with sheep | - | Jun 28, 2026 | |
Magnetic Catch Store/marketing text | AI was used to assist with programming and Steam page translations are currently AI-generated. | gameandcode | - | Jun 28, 2026 | |
Waifu Pogo Club Store/marketing art | AI tools were used only to assist with the design of the Steam store capsule artwork. No AI-generated content is used in the game itself. | underbadger | - | Jun 28, 2026 | |
记忆收藏家 · The Memory Mender In-game content artaudio | This game uses AI-generated art assets (ComfyUI / Stable Diffusion XL) and music (AceStep). All AI-generated content was created during development and is fixed in the final build. No AI APIs are
called at runtime. | Xiang | - | Jun 28, 2026 | |
Monster And Continent In-game content artaudio | The game's original artwork and music are both generated by AI | lupengzhan | - | Jun 28, 2026 | |
Word Scramble In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | Jun 28, 2026 | |
ZeroEco In-game content text | AI Generation:
The game currently uses AI-generated content and AI assistance text proofreading, translations, and idea development. | Fly | - | Jun 27, 2026 | |
Kıvam Store/marketing arttext | Kıvam's core — its ebru (paper marbling) simulation, gameplay, design, and direction — is authored by the developer. Generative AI tools were used as assistants in producing some supporting content: store page and marketing imagery, certain visual assets, and drafting/editing of written text, which was then reviewed and finalized by the developer. No AI-generated voice or music is used. The marbling you create in-game is produced by the game's own simulation, not by generative AI. | Gestus | - | Jun 27, 2026 | |
赢麻了 In-game content art | Some of this game's art assets were created with the assistance of generative AI tools during development, then hand-selected, edited, composited, and laid out by the developer before being integrated into the game. All AI-assisted content has been reviewed by the developer to ensure it contains no inappropriate or infringing material. No AI content is generated in real time during gameplay. | F11 Game Studio | - | Jun 27, 2026 | |
Vampire Match In-game content art | Some of the assets and images in this game were AI generated. | Shamrock Studios | - | Jun 27, 2026 | |
Question Roulette In-game content text | AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch. | Mysterious Alien | - | Jun 27, 2026 | |
魔法少女甜心 Magical Girl Sweetheart Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 27, 2026 | |
Mafia: Night falls In-game content arttext | Some of the 3D art assets in Night Falls were created with the help of generative AI 3D-generation tools. These assets were then reviewed, edited, rigged, and integrated into the game by the developer. The translation of the menu and interface text into the supported languages was also produced by AI. Also, the image that is used in the Steam library as a capsule or Header, and the image of the icon.
Generative AI is not used live during gameplay, all content is pre-generated and finalized during development. | Night Falls | - | Jun 27, 2026 | |
Null Cipher In-game content textart | Generative AI was used to clean up some grammatical bits in the messages and to create the rust splotches on the background as well as the era chains. | Infernomakestuf | - | Jun 27, 2026 | |
Beyond Horizon In-game content artaudio | During development, procedural and AI-assisted tools may be used to support certain content creation tasks. All content is reviewed, refined, and integrated by the developer. Examples include artwork coloring and sound effect generation. | Trashy Games | - | Jun 27, 2026 | |
Musica Store/marketing art | AI was used to generate the background image for the game's store page capsules and marketing assets | VECTRA | - | Jun 27, 2026 |