AI is only used to accelerate development
- Creator
- fp32.ai LLC
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,497 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI is only used to accelerate development
The game logo, game artwork and game marketing materials contain some AI generated materials. In-game voices were made using assistive AI.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making. AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer. AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints.
Event decision images are created using AI. Generetive AI images also been used as icons, some parts of the game and steam art.
This game does not use AI to generate content during gameplay. All gameplay systems, visuals, audio, and text are handcrafted and included as part of the game. AI tools were used during development in a limited way to assist the developer with prototyping, debugging, and refining code. These tools acted as a productivity aid only. All final decisions, implementations, and content were created and reviewed manually. There are no AI-driven characters, dynamic content generation, or systems that learn from player behavior. The game does not connect to external AI services, collect player data, or use AI to influence gameplay, difficulty, or monetization. Players can expect a traditional, deterministic game experience without AI-generated content during play.
Used AI to help me with backend code and lower repetitive game code. After all I am only one person.
This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime.
Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster.
As an indie game project, to overcome limitations in budget and time, this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music. All AI-generated content has undergone the following manual processing: • Frame-by-frame adjustments for detail consistency. • Redrawing of parts inconsistent with the game's worldbuilding. Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original. Thank you for your understanding and support.
Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release).
Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools. All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time.
This game has AI generated music.
AI is used to enhance the store page description(s).
I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained. Specific usages of AI Art: Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet) Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping) The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading)
This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations.
This game uses AI-generated content during development, including some pre-rendered voice acting and textures. AI was also used to assist in the creation of certain promotional artwork. No AI-generated content is created dynamically during gameplay, and players do not interact with AI systems during play.
In-game illustrations are assisted by AI for design. AI is used for free-form dialogue communication between the player and NPCs.
This application uses generative AI as a support tool during development for assisting with portions of the programming process. The generative AI is used solely to aid developer productivity, and does not generate content or behavior dynamically during gameplay. Players do not directly interact with generative AI, and no real-time AI-generated content is included in the game.
Some assets of the game (including illustrations, music, and certain code elements) were created or assisted using artificial intelligence tools, then manually edited and integrated. The story, writing, ideas, staging, and the majority of the code were designed and created by the developer.
Some assets in this game were created with the assistance of AI.
Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
This game uses pre-rendered AI-generated audio for voice overs.
Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration.
Some assets are generated by generative AI.
Graphics generated by AI
I used AI to proofread the text content of the game as well as help with ideas brainstorming.
This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static.
大部分背景图像都有利用到AI工作流辅助生成图片
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style.
Some AI-generated images are used in the game background.
Parts of the background image of characters are generated by AI. All the Localizations are generated by AI. Others assets like character image/UI/voice are hand-made.
This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images.
No image in this game is used exactly as produced by an AI without human editing; all images have been modified, reworked, or supplemented manually. The in-game texts and the store page description were partially written with the help of AI tools, then proofread and corrected by a human.
This game contains visual assets and video created using AI-assisted tools. All generated content has been edited and adjusted to fit the tone and design of the game. The content in this game is fictional and has no relation to real individuals or organizations.
Some promotional images on the Steam store page were created with the assistance of generative AI tools during early visual concept work and were subsequently manually refined. The game itself does not use generative artificial intelligence.
AI was used exclusively to generate the people’s photos; all other content was created manually.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Background art
Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill.
How Does It Work? The Human-Led Creative Process Players will start their game by participating in a time traveling Ritual. AI doesn't write our story; it writes a story within a world which our creative team has designed. The Ritual takes what you describe and the world we’ve built – its art, biomes, enemy types, magic systems and overarching lore – and turns it into gameplay that’s personal to you. These aren't AI suggestions; they are human-designed game mechanics and rules that AI must follow. During The Ritual, you describe your hero – their name, and how they look, plus curious nuggets about what they love, hate, are known for etc. When you describe your hero as "a punk rocker who fears spiders and loves the color red," our platform triggers a process and system instructions that work hand-in-hand with Gemini AI. We send your input along with our own carefully crafted guidelines that tell Gemini exactly how to evaluate content appropriateness. All storytelling is orchestrated by logic the engineering team designed, not AI deciding what happens next, alongside a story bible and character descriptions, creating assets, in real time, to craft your customized gaming experience. All character visuals are generated using a custom AI model (LoRA) trained exclusively on our own artwork. It understands how we draw faces, hairstyles, armour, and bodies – the rules, proportions, and style choices behind the art – rather than copying individual images or creating its own. This means when your character gets generated, it is not generic AI art; it is our artistic DNA interpreting your imagination. The result is a caricature of your hero, rendered in our visual language. Similarly, character abilities aren't randomly generated; they follow strict mathematical systems. When Gemini generates a Unique Spell, for example, the damage, archetype, name, colours, and parameters, come from us. While The Ritual could find anyone at all in the past, we’ve also implemented layers of safeguards to ensure only true heroes can be recruited to the war effort.
Some of the sound effects in the game were created by artificial intelligence.
The game includes multimedia material generated with AI.
In The Last Frame, generative AI is used only for selected audio elements. The accompanying background voice as well as certain sound effects, background music, and atmospheric sounds were created with ElevenLabs (Text-to-Speech and audio generation). The AI is used exclusively for speech and sound synthesis. No further content (images, models, textures, story, or visual assets) was generated with generative AI. All other elements are handcrafted or licensed. The developer confirms that the use of AI complies with Steam guidelines and does not infringe any copyrights.
Art in concept stage - use in parts and/or overpainted. Ghat GTP for coding advice.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Void Breach Dev only | AI is only used to accelerate development | fp32.ai LLC | - | Mar 18, 2026 | |
Maritime Simulator In-game content artaudio | The game logo, game artwork and game marketing materials contain some AI generated materials.
In-game voices were made using assistive AI. | Vector Studios | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
Chesscent Dev only codeart | AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making.
AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer.
AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints. | Alex did it | - | Mar 18, 2026 | |
President of Steel In-game content art | Event decision images are created using AI. Generetive AI images also been used as icons, some parts of the game and steam art. | volaryus | - | Mar 18, 2026 | |
aStone Dev only code | This game does not use AI to generate content during gameplay. All gameplay systems, visuals, audio, and text are handcrafted and included as part of the game.
AI tools were used during development in a limited way to assist the developer with prototyping, debugging, and refining code. These tools acted as a productivity aid only. All final decisions, implementations, and content were created and reviewed manually.
There are no AI-driven characters, dynamic content generation, or systems that learn from player behavior. The game does not connect to external AI services, collect player data, or use AI to influence gameplay, difficulty, or monetization.
Players can expect a traditional, deterministic game experience without AI-generated content during play. | feimaomomo | - | Mar 18, 2026 | |
Cubicle Cats Dev only code | Used AI to help me with backend code and lower repetitive game code. After all I am only one person. | Tristan Nohrer | - | Mar 18, 2026 | |
Vocab Clash Live AI art | This game includes an AI opponent for practice battles. The opponent is a non-generative, scripted system that adjusts answer speed and accuracy. Generative AI tools were used only to create some pre-rendered marketing/store artwork; no generative AI is used to generate gameplay content at runtime. | Jim Zhang | - | Mar 18, 2026 | |
One, Two, Death Store/marketing art | Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster. | Ahnes Studios | - | Mar 18, 2026 | |
无尽公路:诡债仙途 In-game content artaudio | As an indie game project, to overcome limitations in budget and time,
this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music.
All AI-generated content has undergone the following manual processing:
• Frame-by-frame adjustments for detail consistency.
• Redrawing of parts inconsistent with the game's worldbuilding.
Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original.
Thank you for your understanding and support. | SenYustudio | - | Mar 18, 2026 | |
The Bliss In-game content textart | Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release). | Lakeside GAMES | - | Mar 18, 2026 | |
Before The Haunting Store/marketing art | Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools.
All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time. | Frenchy Pal Protocol | - | Mar 18, 2026 | |
MYCO In-game content audio | This game has AI generated music. | LilyPadDev | - | Mar 18, 2026 | |
FastBall 2 Store/marketing text | AI is used to enhance the store page description(s). | Creamative | - | Mar 18, 2026 | |
What We Carry In-game content art | I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained.
Specific usages of AI Art:
Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet)
Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping)
The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading) | LuckXDesign Studio | - | Mar 18, 2026 | |
Corner King: Boxing Manager In-game content audioarttext | This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations. | Temporal Lure | 25 | Mar 18, 2026 | |
BECOME LIFE In-game content audioart | This game uses AI-generated content during development, including some pre-rendered voice acting and textures. AI was also used to assist in the creation of certain promotional artwork. No AI-generated content is created dynamically during gameplay, and players do not interact with AI systems during play. | Giovanni Altrui | - | Mar 18, 2026 | |
吾为天道 Live AI arttext | In-game illustrations are assisted by AI for design.
AI is used for free-form dialogue communication between the player and NPCs. | Tiandao Studio | - | Mar 18, 2026 | |
失踪トンネル Dev only code | This application uses generative AI as a support tool during development for assisting with portions of the programming process.
The generative AI is used solely to aid developer productivity, and does not generate content or behavior dynamically during gameplay.
Players do not directly interact with generative AI, and no real-time AI-generated content is included in the game. | Royz | - | Mar 18, 2026 | |
Le Pirate du Portail In-game content artaudiocode | Some assets of the game (including illustrations, music, and certain code elements) were created or assisted using artificial intelligence tools, then manually edited and integrated.
The story, writing, ideas, staging, and the majority of the code were designed and created by the developer. | Zizih | - | Mar 18, 2026 | |
Proceed to ICU In-game content | Some assets in this game were created with the assistance of AI. | Seven Rain Studio | - | Mar 18, 2026 | |
ZeroOne Terminal Live AI text | Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game. | Jolt | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
Ridgewater Ripper In-game content audio | This game uses pre-rendered AI-generated audio for voice overs. | Twisted Jelly | - | Mar 18, 2026 | |
DuatWayfarer In-game content artaudio | Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration. | BlueWind | - | Mar 18, 2026 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail Games | - | Mar 18, 2026 | |
Hexa Merge Unclear art | Graphics generated by AI | Andre Nothof | - | Mar 18, 2026 | |
ORBITAL Dev only text | I used AI to proofread the text content of the game as well as help with ideas brainstorming. | Night Sky Dogs | - | Mar 18, 2026 | |
Anpfiff1 - Retro Fussball Manager In-game content codeart | This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static. | Digitale Manufaktur Rudolstadt | 23 | Mar 18, 2026 | |
Fate/Tiny Me In-game content art | 大部分背景图像都有利用到AI工作流辅助生成图片 | 山岭法庭广东分庭 | - | Mar 18, 2026 | |
Fight Life Legacy In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Blade games | - | Mar 18, 2026 | |
The Xu Jing Chronicle: Illusory Dream In-game content art | Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content. | Dicheng Cultural Media | - | Mar 18, 2026 | |
Max's Adventures: Summer Edition In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | J Indie Games | - | Mar 18, 2026 | |
Max's Adventures: Valentine's Edition In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | J Indie Games | - | Mar 18, 2026 | |
Mommy Dies In-game content art | We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style. | AI Slop Studios | - | Mar 18, 2026 | |
死霊の恋 In-game content art | Some AI-generated images are used in the game background. | mokosoft | - | Mar 18, 2026 | |
Infant God In-game content arttext | Parts of the background image of characters are generated by AI. All the Localizations are generated by AI. Others assets like character image/UI/voice are hand-made. | colsalley | - | Mar 18, 2026 | |
The Zyrdain Sands In-game content | This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images. | FifoArts | - | Mar 18, 2026 | |
Astralis: Dawnblades In-game content text | No image in this game is used exactly as produced by an AI without human editing; all images have been modified, reworked, or supplemented manually. The in-game texts and the store page description were partially written with the help of AI tools, then proofread and corrected by a human. | Studio Gravenoire | - | Mar 18, 2026 | |
七不思議に至るまで In-game content art | This game contains visual assets and video created using AI-assisted tools.
All generated content has been edited and adjusted to fit the tone and design of the game.
The content in this game is fictional and has no relation to real individuals or organizations. | Neruneko | - | Mar 18, 2026 | |
Dulmyr Store/marketing art | Some promotional images on the Steam store page were created with the assistance of generative AI tools during early visual concept work and were subsequently manually refined.
The game itself does not use generative artificial intelligence. | Aribantium Development | - | Mar 18, 2026 | |
The Archive Store/marketing art | AI was used exclusively to generate the people’s photos; all other content was created manually. | WILD Studios | - | Mar 18, 2026 | |
无声无色 In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 102 | Mar 18, 2026 | |
Error: Girlfriend Not Found Unclear | Background art | Byte Me Studios | 12 | Mar 18, 2026 | |
Fyrardien In-game content audio | Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill. | The Tale Oven | - | Mar 18, 2026 | |
YOU vs Zombies Live AI arttextcode | How Does It Work? The Human-Led Creative Process
Players will start their game by participating in a time traveling Ritual.
AI doesn't write our story; it writes a story within a world which our creative team has designed. The Ritual takes what you describe and the world we’ve built – its art, biomes, enemy types, magic systems and overarching lore – and turns it into gameplay that’s personal to you.
These aren't AI suggestions; they are human-designed game mechanics and rules that AI must follow. During The Ritual, you describe your hero – their name, and how they look, plus curious nuggets about what they love, hate, are known for etc.
When you describe your hero as "a punk rocker who fears spiders and loves the color red," our platform triggers a process and system instructions that work hand-in-hand with Gemini AI. We send your input along with our own carefully crafted guidelines that tell Gemini exactly how to evaluate content appropriateness.
All storytelling is orchestrated by logic the engineering team designed, not AI deciding what happens next, alongside a story bible and character descriptions, creating assets, in real time, to craft your customized gaming experience.
All character visuals are generated using a custom AI model (LoRA) trained exclusively on our own artwork. It understands how we draw faces, hairstyles, armour, and bodies – the rules, proportions, and style choices behind the art – rather than copying individual images or creating its own.
This means when your character gets generated, it is not generic AI art; it is our artistic DNA interpreting your imagination. The result is a caricature of your hero, rendered in our visual language.
Similarly, character abilities aren't randomly generated; they follow strict mathematical systems. When Gemini generates a Unique Spell, for example, the damage, archetype, name, colours, and parameters, come from us.
While The Ritual could find anyone at all in the past, we’ve also implemented layers of safeguards to ensure only true heroes can be recruited to the war effort. | 10six Games | - | Mar 18, 2026 | |
The Shadow Architect In-game content audio | Some of the sound effects in the game were created by artificial intelligence. | StoneBreaker Studios | - | Mar 18, 2026 | |
Red Balloon Unclear | The game includes multimedia material generated with AI. | Tenzou Studio | - | Mar 18, 2026 | |
The Last Frame In-game content audio | In The Last Frame, generative AI is used only for selected audio elements.
The accompanying background voice as well as certain sound effects, background music, and atmospheric sounds were created with ElevenLabs (Text-to-Speech and audio generation). The AI is used exclusively for speech and sound synthesis.
No further content (images, models, textures, story, or visual assets) was generated with generative AI. All other elements are handcrafted or licensed.
The developer confirms that the use of AI complies with Steam guidelines and does not infringe any copyrights. | NULLMIND STUDIOS | - | Mar 18, 2026 | |
Path of Glory Dev only codeart | Art in concept stage - use in parts and/or overpainted.
Ghat GTP for coding advice. | Pick_Nick games | - | Mar 18, 2026 |