Some of the promotional images (store capsules and library assets) were created using AI-generated art and then manually edited.
- Creator
- Randy Goodman
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,497 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Some of the promotional images (store capsules and library assets) were created using AI-generated art and then manually edited.
Ai in the skyboxes
Translation of texts.
Pre-generated AI content only. During development, AI-assisted tools were used to help generate 2D sprites (characters such as ghosts, bats, skeletons, etc.) and to assist in writing game object scripts and behaviors. No AI system generates new code, text, or visuals while the game is running. All AI-generated assets were reviewed, edited, and finalized by the developer before inclusion in the game. The game contains no live-generated AI content.
A very small portion of the visual artwork and environmental paintings in Phobophobia 1.0 – The Experiment were assisted by generative AI during development, used only sparingly for artistic refinement. The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content used in game or produced live.
Some images and sounds in this game were created using artificial intelligence.
Generated 3 textures for the level "Grey Spectrum".
In our game, we used artificial intelligence for some buttons, icons, other UI elements, and marketing materials (such as capsule images).
Some of the materials and background images in this game were generated using artificial intelligence and manually modified.
This game uses AI-generated music tracks and AI-generated UI icons. All AI content is pre-rendered and shipped as standard audio and image files. No AI generates content or code during gameplay.
No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork.
During the development of this game, we used generative AI to help brainstorm early concepts for some of our characters and to assist in drafting marketing text. Every asset and piece of writing was then carefully reviewed, edited, and refined. The core gameplay, code, and final artwork are all the product of human creativity.
We mainly used AI for the player voice and some sound effects. It was also used for certain textures and provided assistance during coding.
This game does not use AI to generate gameplay content. All environments, puzzles, and story elements are handcrafted by the developer.
We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects.
Generating background images for the store page's cover, header, and banner Trailer and in-game BGM generation Creating the English version of the title logo Translation into other languages
In this game, AI has only been used for the creation of store page visuals.
This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team.
We use Generative AI as an assistive tool during the development process. Its primary uses are for code debugging, refactoring, and optimization, similar to a code assistant. We also use it as a creative sounding board to brainstorm and refine game design ideas. No art, music, sound, or in-game text assets that are directly visible or audible to the player have been generated by AI. All final game assets are created by the developer.
Artificial intelligence is applied in all aspects of game development.
AI was used to create some of the trailer's animated scenes, translations and the game's music.
Some images were generated by the gpt chat, in addition to the implementation of some systems, artificial intelligence was used, and artificial intelligence was also used for music.
Some art assets were created using AI tools during development. No AI generation occurs during gameplay.
AI was used for : - English text translation - Game logos - 1 in-game asset The points listed above are temporary and will be reprocessed by a human at a later date.
Some code.
Store visuals were created with the help of ChatGPT.
Some photos were created using artificial intelligence.
Uniquement code assisté par ChatGPT
Marketing material.
Generative AI was used solely for the creation of marketing assets and imagery on the Steam Store page. No AI-generated content is present within the actual game software or gameplay experience
Some of the game’s visual assets were created using AI-assisted tools during early concept development. However, all final in-game visuals have been manually edited, refined, and integrated by the development team to ensure originality and consistency with the overall art style.
AI was used for Steam store page translation to improve accessibility.
ゲーム内テクスチャの一部にAdobe PhotoshopによるAI生成画像と、 Adobe Stockで販売されているAI生成による画像を使用しております。
Some visual assets and coding were assisted with AI tools, while all gameplay design and balancing were created by hand. Enemy behavior is powered by traditional game AI, making each run unpredictable and dynamic.
AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists.
AI tools used during development are used for generating some textures like faces of the characters, Voice generators for converting speaking style to appropriate and animations from mixamo for better experience of physics of the characters. Code generation tools are used to fix and analyze parts of code to provide simpleness and make development faster to deliver more products and assets.
Using AI voice for in-game AI voice
We used A.I. in some assets of our game.
AI was used in the production. We used ai for some coding.
I'm using an A.I. modified voice as a joke (which works great, by the way!). I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there).
A small number of models and textures were created with AI, the game title design was made using AI, and localization translations were generated with AI.
In Cursed Hospital, we incorporated AI-generated content for specific elements, including capsule images, library assets, and the game icon.
The images for the game's page were generated by AI
Some of the character designs and 3D models in this game were created using generative AI tools. Animations, environments, and gameplay systems were designed and implemented manually.
Partial background images generated by Ai
Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used.
A minority of the game's visuals were generated using AI.
Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines. The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay.
During the development of this game, generative AI tools were utilized to create initial concepts and base drafts for some of the visual assets. Most things were first sketched by human imagination, then professionalized by AI to give players the most flawless visual. All of these AI-generated drafts were then heavily edited, redrawn, and finalized by the developer in the pixel art program Aseprite to fully match their unique artistic vision. All final in-game assets reflect the developer's own pixel art style and effort. AI music is also included. The game does not use generative AI to create any content in real-time during gameplay.
Some in-game assets were created using AI tools, including certain audio effects, character voices, a small number of meshes, and portions of in-game text. All AI-generated content was reviewed, edited, and integrated to fit the game’s design and narrative.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Random Realm Store/marketing art | Some of the promotional images (store capsules and library assets) were created using AI-generated art and then manually edited. | Randy Goodman | - | Mar 18, 2026 | |
Aura In-game content art | Ai in the skyboxes | Elaolive | - | Mar 18, 2026 | |
Breath of Life In-game content text | Translation of texts. | Satur Entertainment | 94 | Mar 18, 2026 | |
Voidblade Shadows Of The Realm In-game content artcode | Pre-generated AI content only.
During development, AI-assisted tools were used to help generate 2D sprites (characters such as ghosts, bats, skeletons, etc.) and to assist in writing game object scripts and behaviors.
No AI system generates new code, text, or visuals while the game is running.
All AI-generated assets were reviewed, edited, and finalized by the developer before inclusion in the game.
The game contains no live-generated AI content. | Sombras De Lumen | - | Mar 18, 2026 | |
Phobophobia 1.0 – The Experiment In-game content art | A very small portion of the visual artwork and environmental paintings in Phobophobia 1.0 – The Experiment were assisted by generative AI during development, used only sparingly for artistic refinement.
The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content used in game or produced live. | ghoSTudio games | 11 | Mar 18, 2026 | |
Past the Cabin In-game content artaudio | Some images and sounds in this game were created using artificial intelligence. | Halvenor | - | Mar 18, 2026 | |
Solvimus In-game content art | Generated 3 textures for the level "Grey Spectrum". | Iocus GmbH | - | Mar 18, 2026 | |
Burden of Choice In-game content art | In our game, we used artificial intelligence for some buttons, icons, other UI elements, and marketing materials (such as capsule images). | Bearstrike Games | - | Mar 18, 2026 | |
云汉志YUNHANZHI In-game content art | Some of the materials and background images in this game were generated using artificial intelligence and manually modified. | YEZHUGAME | - | Mar 18, 2026 | |
Ghlobot Shift In-game content audioart | This game uses AI-generated music tracks and AI-generated UI icons.
All AI content is pre-rendered and shipped as standard audio and image files.
No AI generates content or code during gameplay. | Jacob Stetka | - | Mar 18, 2026 | |
Astranded In-game content art | No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork. | Tim S. | - | Mar 18, 2026 | |
Sorcerum In-game content text | During the development of this game, we used generative AI to help brainstorm early concepts for some of our characters and to assist in drafting marketing text. Every asset and piece of writing was then carefully reviewed, edited, and refined. The core gameplay, code, and final artwork are all the product of human creativity. | Karanlık | - | Mar 18, 2026 | |
No Way Back: Dark Horizon In-game content audioartcode | We mainly used AI for the player voice and some sound effects. It was also used for certain textures and provided assistance during coding. | BlackMountainsStudio | - | Mar 18, 2026 | |
The Mysterious Mansion general | This game does not use AI to generate gameplay content. All environments, puzzles, and story elements are handcrafted by the developer. | IBRAHIM ARSLAN | - | Mar 18, 2026 | |
ARTIST SLAYER / RUSH In-game content artcode | We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects. | ARTIST SLAYER Project | - | Mar 18, 2026 | |
Old Ninja : UnderWorld In-game content artaudiotext | Generating background images for the store page's cover, header, and banner
Trailer and in-game BGM generation
Creating the English version of the title logo
Translation into other languages | Waterfall Studio | - | Mar 18, 2026 | |
Drug Life: Gangster Simulator Store/marketing art | In this game, AI has only been used for the creation of store page visuals. | TwoRushGames | - | Mar 18, 2026 | |
Death Flags: The Beginning of the End – Chapter I In-game content artcode | This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team. | Disaster Project | - | Mar 18, 2026 | |
One Man! One Gun! One Thousand Zombies! Dev only code | We use Generative AI as an assistive tool during the development process. Its primary uses are for code debugging, refactoring, and optimization, similar to a code assistant. We also use it as a creative sounding board to brainstorm and refine game design ideas.
No art, music, sound, or in-game text assets that are directly visible or audible to the player have been generated by AI. All final game assets are created by the developer. | Chaotic Dev Studio | - | Mar 18, 2026 | |
爻行大荒 Unclear | Artificial intelligence is applied in all aspects of game development. | 石头橙子 | - | Mar 18, 2026 | |
Pushkin vs Vampires In-game content audiotext | AI was used to create some of the trailer's animated scenes, translations and the game's music. | Tony Lo | - | Mar 18, 2026 | |
Power – A Ascensão dos Conquistadores In-game content artaudio | Some images were generated by the gpt chat, in addition to the implementation of some systems, artificial intelligence was used, and artificial intelligence was also used for music. | Carlos Roberto de Souza Junior | - | Mar 18, 2026 | |
One Strange School Day In-game content art | Some art assets were created using AI tools during development. No AI generation occurs during gameplay. | Petalworks | - | Mar 18, 2026 | |
Bily'Sine In-game content textart | AI was used for :
- English text translation
- Game logos
- 1 in-game asset
The points listed above are temporary and will be reprocessed by a human at a later date. | Kazuma | - | Mar 18, 2026 | |
Eclipsed Realms code | Some code. | Nathan N. | - | Mar 18, 2026 | |
Unseen’s Parasite Store/marketing art | Store visuals were created with the help of ChatGPT. | SoloZet | - | Mar 18, 2026 | |
Cyber Horror: Project S.Y.L.A. Store/marketing art | Some photos were created using artificial intelligence. | NEBULA NOVA GAMES | - | Mar 18, 2026 | |
Serre Dev only code | Uniquement code assisté par ChatGPT | Serre interactive | - | Mar 18, 2026 | |
Cancer Crusher USA Store/marketing | Marketing material. | Cancer Crusher Entertainment | - | Mar 18, 2026 | |
Pixel Shinobi Store/marketing art | Generative AI was used solely for the creation of marketing assets and imagery on the Steam Store page. No AI-generated content is present within the actual game software or gameplay experience | LevelUpStudios | - | Mar 18, 2026 | |
MX Bodycam Bikes Racing In-game content art | Some of the game’s visual assets were created using AI-assisted tools during early concept development. However, all final in-game visuals have been manually edited, refined, and integrated by the development team to ensure originality and consistency with the overall art style. | GLOBAL SCRIPTUM | 17 | Mar 18, 2026 | |
Radio Decay In-game content text | AI was used for Steam store page translation to improve accessibility. | Rare Parrot Games | - | Mar 18, 2026 | |
BALANCED FOOD CalorieMate FOR GAME CREATORS - JELLY MISSION - art | ゲーム内テクスチャの一部にAdobe PhotoshopによるAI生成画像と、
Adobe Stockで販売されているAI生成による画像を使用しております。 | CalorieMate Games | 80 | Mar 18, 2026 | |
42 Space Mayhem In-game content artcode | Some visual assets and coding were assisted with AI tools, while all gameplay design and balancing were created by hand. Enemy behavior is powered by traditional game AI, making each run unpredictable and dynamic. | Mostly Harmless Games | - | Mar 18, 2026 | |
Ironsphere In-game content textart | AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists. | Jemie | - | Mar 18, 2026 | |
Psycho Partisans: Officer 'Nirvana' In-game content artaudiocode | AI tools used during development are used for generating some textures like faces of the characters, Voice generators for converting speaking style to appropriate and animations from mixamo for better experience of physics of the characters. Code generation tools are used to fix and analyze parts of code to provide simpleness and make development faster to deliver more products and assets. | FritzAndMoses | - | Mar 18, 2026 | |
134 and counting Live AI audio | Using AI voice for in-game AI voice | Glass Of Cat | - | Mar 18, 2026 | |
Session Notes: Route 404 In-game content | We used A.I. in some assets of our game. | 4Byte Studios | 61 | Mar 18, 2026 | |
Afterschool : Reel Danger Dev only code | AI was used in the production. We used ai for some coding. | Twinster Games | - | Mar 18, 2026 | |
Saturn Quest: The Loneliness Of Captain Navigator In-game content art | I'm using an A.I. modified voice as a joke (which works great, by the way!).
I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there). | Arkhouse Telegraph | - | Mar 18, 2026 | |
魔星兄弟2 In-game content arttext | A small number of models and textures were created with AI, the game title design was made using AI, and localization translations were generated with AI. | 易远游戏 | 239 | Mar 18, 2026 | |
Cursed Hospital In-game content art | In Cursed Hospital, we incorporated AI-generated content for specific elements, including capsule images, library assets, and the game icon. | KaashFusionStudio | - | Mar 18, 2026 | |
Splood Store/marketing art | The images for the game's page were generated by AI | Esemte Games | - | Mar 18, 2026 | |
GrimmVeil In-game content art | Some of the character designs and 3D models in this game were created using generative AI tools. Animations, environments, and gameplay systems were designed and implemented manually. | Roni Studio | - | Mar 18, 2026 | |
Journey To Dawn In-game content art | Partial background images generated by Ai | 月下辉煌 | - | Mar 18, 2026 | |
Street 42 In-game content art | Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used. | PetersWorks | - | Mar 18, 2026 | |
Lords and Pirates In-game content art | A minority of the game's visuals were generated using AI. | Ixdes Games | - | Mar 18, 2026 | |
Escape the Maze Live AI arttext | Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines.
The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay. | Fatih CALISKAN | - | Mar 18, 2026 | |
Algoremind In-game content artaudio | During the development of this game, generative AI tools were utilized to create initial concepts and base drafts for some of the visual assets. Most things were first sketched by human imagination, then professionalized by AI to give players the most flawless visual. All of these AI-generated drafts were then heavily edited, redrawn, and finalized by the developer in the pixel art program Aseprite to fully match their unique artistic vision. All final in-game assets reflect the developer's own pixel art style and effort. AI music is also included. The game does not use generative AI to create any content in real-time during gameplay. | Remindera | - | Mar 18, 2026 | |
David: Rise of the Shepherd In-game content audioarttext | Some in-game assets were created using AI tools, including certain audio effects, character voices, a small number of meshes, and portions of in-game text. All AI-generated content was reviewed, edited, and integrated to fit the game’s design and narrative. | PrayerPathGames | - | Mar 18, 2026 |