Some images and promotional videos were generated using AI.
- Creator
- Dinosaur League Game Studios
- Reviews
- -
- Added
- Aug 29, 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.
Some images and promotional videos were generated using AI.
Generative AI tools were used to assist with some graphics and audio content.
UI Art Assets uses generative artificial intelligence.
Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI was used to assist with writing portions of the game’s code and store page.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
The music in this game was created using generative AI Some of the text on this store page was written with AI assistance. Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models, then curated, edited, and integrated by the developer. Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer. No AI runs during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
We used Claude (Anthropic) during development for the following: - Writing the store page description - Assisting with the translation of in-game text - Generating some simple in-game objects
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Some assets were fine tuned with the help of AI.
Some 3D Models were AI Generated.
AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
Generative AI tools were used during development to assist with the creation of some content.
This game uses AI to assist in generating background music, art design, and multilingual translations.
Environments and environmental artwork are not created using generative AI. Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
In-game 3D props, audio sound effects, etc.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
The character selection screen uses some art that has been created with the assistance of AI. The character art display on the store page has been partially created with the assistance of AI.
The game's voiceover and logo were created using AI.
hey guys. i used ai to code efficently. no ai generated art inside. have fun!
Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer. A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game. The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
Some of the art assets in the game were created using AI.
AI-generated content is used on the store page.
I'm a solo developer, and I'd rather be upfront about where AI tools were used. The character base meshes and some of their textures were generated with AI. Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game. They're all rendered with a toon shader I wrote myself. Everything else is made by hand. The tavern, the props and the whole environment are hand modeled. Other than that, everything else in the game was made by me.
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content. Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer. Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Generative AI tools were used during development to assist in creating background concept art and store graphical promotional assets.
AI was utilized for sound design.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets.
Generative AI (LLM) was used to translate the original Korean dialogue into English.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Dinosaur League In-game content art | Some images and promotional videos were generated using AI. | Dinosaur League Game Studios | - | Aug 29, 2026 | |
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
RoboSquare: Recharged In-game content art | UI Art Assets uses generative artificial intelligence. | Fizz | - | Aug 29, 2026 | |
Overseas Wars In-game content artaudio | Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis.
In addition, the audio versions of dialogues are produced using AI-generated voices. | Studio 213 | - | Aug 29, 2026 | |
TCG Card Collection: Tidy Up Store/marketing art | Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it. | EXP Interactive | - | Aug 29, 2026 | |
Tumble Tavern Store/marketing art | Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live. | Guildhelm Studios Ltd | - | Aug 28, 2026 | |
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the game’s code and store page. | Beep | - | Aug 28, 2026 | |
Ear We Go In-game content audio | Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game. | Tripawzs | - | Aug 28, 2026 | |
Refund Me TD In-game content audiotext | The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time. | LoneDragonDev | - | Aug 28, 2026 | |
BUNGLERS! In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emre Şahin | - | Aug 28, 2026 | |
ARETIAS: Cursed Island In-game content arttext | Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | inHeka Studios | - | Aug 28, 2026 | |
DUSTBLOOM Store/marketing art | "Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay." | Corvantia Interactive | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
NEBULA BREAK In-game content artaudio | Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay. | AMANOGAWA GAMES | - | Aug 28, 2026 | |
She'll Be Home Soon In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | Aug 28, 2026 | |
それゆけ!パンジャンドラム In-game content textart | We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects | WINGLAY | - | Aug 28, 2026 | |
Last Offer: Car Dealer In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emirhan Şahin | - | Aug 28, 2026 | |
Keep to the Blue Unclear | Some assets were fine tuned with the help of AI. | Kool Matter | - | Aug 28, 2026 | |
Electronic Universe II In-game content art | Some 3D Models were AI Generated. | Midi Creations | - | Aug 28, 2026 | |
Kebab Shop Simulator Live AI arttextaudio | AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI | Clayton Games | - | Aug 28, 2026 | |
Chess: Apex Unclear | Generative AI tools were used during development to assist with the creation of some content. | Netherlate Games | - | Aug 28, 2026 | |
Hanzi Bird In-game content audioarttext | This game uses AI to assist in generating background music, art design, and multilingual translations. | FFSKYChocobo | - | Aug 28, 2026 | |
Fishing Spot Dev only art | Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development. | Float Dev | - | Aug 28, 2026 | |
Kennel Chaos In-game content artaudio | In-game 3D props, audio sound effects, etc. | Watashi Games | - | Aug 28, 2026 | |
EXAM WATCH! In-game content artaudio | Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay. | PRC Games | - | Aug 28, 2026 | |
Roulette Simulator 2027 In-game content art | The character selection screen uses some art that has been created with the assistance of AI.
The character art display on the store page has been partially created with the assistance of AI. | FlagmanJeremy | - | Aug 28, 2026 | |
911 Dispatcher: Unknown Caller In-game content audioart | The game's voiceover and logo were created using AI. | Room13Games | - | Aug 28, 2026 | |
No Such Floor Dev only code | hey guys. i used ai to code efficently. no ai generated art inside. have fun! | QuasART GAMES | - | Aug 28, 2026 | |
Horror Game Creator In-game content art | Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button | Outlaw Games | - | Aug 28, 2026 | |
Halley's Big Catch Store/marketing art | Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation. | ACCDevWorks | - | Aug 28, 2026 | |
CRAGGFALL In-game content artcodeaudio | We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations. | SynthForm Studios | - | Aug 28, 2026 | |
Popcorn & Premieren In-game content arttext | Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service. | Jodelsoft | - | Aug 28, 2026 | |
TCG Card Chaos In-game content art | Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited. | Odd Forge Games | - | Aug 28, 2026 | |
TERRA: 地表逻辑 Live AI text | All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text. | Cyborg V | - | Aug 28, 2026 | |
No Rest for Thieves In-game content art | Some of the art assets in the game were created using AI. | OntologyPlay | - | Aug 28, 2026 | |
Water Sort:Alchemy Store/marketing | AI-generated content is used on the store page. | FWGames | - | Aug 28, 2026 | |
Twilight Tavern In-game content art | I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me. | Siyesh Games | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
Comic Shop Tycoon In-game content art | Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running. | Phenixx Studios | - | Aug 28, 2026 | |
Terraform Co: Factory and City Store/marketing text | AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page. | Melon Dev | - | Aug 28, 2026 | |
Curio by Day, Mafia by Night Store/marketing art | Generative AI tools were used during development to assist in creating background concept art and store graphical promotional assets. | ObscuraDev | - | Aug 28, 2026 | |
Rior's Arena In-game content audio | AI was utilized for sound design. | Lanier Labs LLC | - | Aug 28, 2026 | |
Sky Hopper In-game content artaudio | Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime. | Evermore Studio Games | - | Aug 28, 2026 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
Enarian: Orbital Command Unclear code | AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human. | Enarian Studios | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Assault Commander RTS In-game content audiotextart | Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets. | VTDev Informatikai Kft. | - | Aug 28, 2026 | |
Fun-Cool-Sexy City Life In-game content text | Generative AI (LLM) was used to translate the original Korean dialogue into English. | Arasaka99 | - | Aug 28, 2026 | |
Raid Leader Simulator In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played. | Ren tech. | - | Aug 28, 2026 | |
Wager of Banners In-game content art | Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service. | Curds & Crowns | - | Aug 28, 2026 |