Part of the store page materials are AI-assisted.
- Creator
- 复古沉默
- Reviews
- 88
- Added
- May 23, 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.
Part of the store page materials are AI-assisted.
Some icons, some textures, Some quest descriptions, voices
AI was employed to create 2D environmental artwork, various UI components, and initial drafts of in-game dialogues. All AI-assisted content has been extensively reviewed, edited, and refined by the developer to ensure a cohesive solarpunk experience and a consistent narrative voice.
Some promotional capsule artwork for the Steam store page was created with the assistance of generative AI tools. No AI-generated content is used during gameplay
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Generative AI tools were used to assist with selected static visual assets, such as artwork, store/library assets, and some icon-style graphics. These assets were reviewed, edited, and manually integrated by the developer. No generative AI is used during gameplay, and no content is generated by AI while the game is running.
Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations.
This game utilizes AI-assisted text localization.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
Some of the art is generated, and Localization was done by AI as well. These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used only in assisting with promotional elements of the game. There is absolutely no AI Generated Content In-Game.
The music and majority of the code was make by AI. Code by Grok Music by Sonauto
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Texture generation, upscaling, and store page capsules.
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
It contains some Images generated by AI.
It contains some images generated by AI.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
This game contains AI-generated content on the game cover.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
AI is used to help generate some game assets (icons and artwork)
During the development process, some AI-based tools were used to assist with content creation.
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements. All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game.
Generative AI was used to create the game's cover art.
"The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality."
The background image for the store page art and the in-game menu have been generated by AI.
Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline. The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer. No live generative AI is used to create player-facing content while the game is running.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
AI-generated artifacts
AI tools were used to assist with code optimization and debugging.
AI-generated artifacts
This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay.
Official AI Usage Statement: Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates. The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
This game uses generative AI tools in a limited capacity: 🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development. All AI-assisted content was reviewed, edited, and approved by the development team before publication.
All in-game visual art assets in this title — including item icons, equipment artwork, character portraits, story illustrations, and UI decorative elements (frames, icons, and background textures) — are produced using OpenAI's ChatGPT image generation and xAI's Grok image generation API as core tools within our ink-wash and gongbi-style art pipeline. Every generated asset is reviewed, curated, manually retouched, and compositionally adjusted by the developer before being incorporated into the game. No real person's likeness has been used. The game's source code is written by the developer, Kevin Chen, with OpenAI Codex and Anthropic Claude Code used as coding assistants during development. In-game narrative and dialogue text are written by the developer, with portions assisted by Anthropic Claude for polishing and proofreading.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
The login screen images and character images are AI-generated.
This game incorporates generative AI to enhance visual storytelling and character depth in the following ways: Video Content: A portion of the ending cinematic utilizes footage generated by Sora 2, which can be identified by its watermark. Character Illustrations: Three soldier profile photos displayed within the Personnel Search Center were created using ChatGPT (DALL-E). We have used these tools to supplement the creative vision of our team and ensure a more immersive atmosphere for our players.
本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权
all the pictures are generated by artificial intelligence.
This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency.
AI was used to create some of the artwork, sprites and music.
Some of Bitroca's visual assets, UI elements, and audio were created with the help of generative AI tools, then reviewed and finalized by a human developer before shipping. All content is pre-rendered and baked into the build no AI content is generated during gameplay.
The game uses AI voice generation tools to create audio voiceovers for partial narrative texts and dialogue. All underlying text and story are originally created by the developer.
Game Items are partially generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
1.76复古沉默 Store/marketing | Part of the store page materials are AI-assisted. | 复古沉默 | 88 | May 23, 2026 | |
Dead Spell In-game content arttextaudio | Some icons, some textures, Some quest descriptions, voices | Jesse Etzler | - | May 23, 2026 | |
Solantis In-game content arttext | AI was employed to create 2D environmental artwork, various UI components, and initial drafts of in-game dialogues. All AI-assisted content has been extensively reviewed, edited, and refined by the developer to ensure a cohesive solarpunk experience and a consistent narrative voice. | Mystic Art Games | - | May 23, 2026 | |
Left In The Forest Store/marketing art | Some promotional capsule artwork for the Steam store page was created with the assistance of generative AI tools. No AI-generated content is used during gameplay | RealStorm | - | May 23, 2026 | |
Billionaire Life Simulator Store/marketing art | Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content. | magicprostudio | - | May 23, 2026 | |
Arcane Rooms In-game content art | Generative AI tools were used to assist with selected static visual assets, such as artwork, store/library assets, and some icon-style graphics. These assets were reviewed, edited, and manually integrated by the developer. No generative AI is used during gameplay, and no content is generated by AI while the game is running. | IKUSAOTOME Studio | - | May 23, 2026 | |
Nobody's Erde In-game content audio | Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations. | Danger Hopeless | - | May 23, 2026 | |
The Abyss Below In-game content text | This game utilizes AI-assisted text localization. | Broken Relay | 39 | May 23, 2026 | |
My First Driving School In-game content art | The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components. | STARFALL STUDIO SRL | - | May 23, 2026 | |
Sync or Sink In-game content arttext | Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch | SyrupyGames | - | May 23, 2026 | |
Whose Lawn Is It Anyway Store/marketing art | Generative AI was used only in assisting with promotional elements of the game.
There is absolutely no AI Generated Content In-Game. | StratoVec Studios | - | May 23, 2026 | |
In The Roots Of The Mountain In-game content audiocode | The music and majority of the code was make by AI.
Code by Grok
Music by Sonauto | CaljDev | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales Prologue In-game content textart | During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
The Lakeview Orb 2: Consequences In-game content art | Texture generation, upscaling, and store page capsules. | A-Grand HT | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | May 23, 2026 | |
Interzone In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Final Rites In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
放学后:追忆旧日时光 Store/marketing art | It contains some Images generated by AI. | None Studio | - | May 23, 2026 | |
皮格马利与腐朽国度 Unclear art | It contains some images generated by AI. | None Studio | - | May 23, 2026 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
Medieval Juice Crafter In-game content art | This game contains AI-generated content on the game cover. | Timeless Rush | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
Echo of me In-game content art | AI is used to help generate some game assets (icons and artwork) | Molodtsov.Games | - | May 23, 2026 | |
Apotheosis Engine Unclear | During the development process, some AI-based tools were used to assist with content creation. | genkakusoft | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
Seven Seas Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | May 23, 2026 | |
Hollow Descent In-game content artaudio | This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements.
All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game. | Hollow Descent Studio | - | May 23, 2026 | |
Drive To Meet Store/marketing art | Generative AI was used to create the game's cover art. | make sense | - | May 23, 2026 | |
WOTT In-game content arttext | "The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality." | WOTT Studios | - | May 23, 2026 | |
Dark DieMansion In-game content art | The background image for the store page art and the in-game menu have been generated by AI. | Tempus Rift Games | - | May 23, 2026 | |
Nexus Legacy In-game content artcode | Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline.
The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer.
No live generative AI is used to create player-facing content while the game is running. | Nexus Legacy Team | 214 | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
Mow Simulator Together Unclear | AI-generated artifacts | Among Super-Eaters | - | May 23, 2026 | |
ACHIEVEMENT MAZE Dev only code | AI tools were used to assist with code optimization and debugging. | HuntForge | - | May 23, 2026 | |
TRUCK SIMULATOR US DRIVER Unclear | AI-generated artifacts | Christopher Ikeda | - | May 23, 2026 | |
The Frontrooms In-game content audio | This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay. | Carbonated Rabbit | - | May 23, 2026 | |
Century’s End Awakening In-game content audio | Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process. | 卜帆菌 | - | May 23, 2026 | |
Afterlife West In-game content art | This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. | violarte | - | May 23, 2026 | |
武俠人生 In-game content arttextcode | All in-game visual art assets in this title — including item icons, equipment artwork, character portraits, story illustrations, and UI decorative elements (frames, icons, and background textures) — are produced using OpenAI's ChatGPT image generation and xAI's Grok image generation API as core tools within our ink-wash and gongbi-style art pipeline. Every generated asset is reviewed, curated, manually retouched, and compositionally adjusted by the developer before being incorporated into the game. No real person's likeness has been used.
The game's source code is written by the developer, Kevin Chen, with OpenAI Codex and Anthropic Claude Code used as coding assistants during development. In-game narrative and dialogue text are written by the developer, with portions assisted by Anthropic Claude for polishing and proofreading. | 肉's Lab | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
摸金秘藏 Store/marketing art | The login screen images and character images are AI-generated. | 摸金工作室 | - | May 23, 2026 | |
야간근무 - Finding In-game content arttext | This game incorporates generative AI to enhance visual storytelling and character depth in the following ways:
Video Content: A portion of the ending cinematic utilizes footage generated by Sora 2, which can be identified by its watermark.
Character Illustrations: Three soldier profile photos displayed within the Personnel Search Center were created using ChatGPT (DALL-E).
We have used these tools to supplement the creative vision of our team and ensure a more immersive atmosphere for our players. | Videogame by Lee Si Hyeon | - | May 23, 2026 | |
我的钓鱼世界 Store/marketing art | 本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权 | 华幸 | 190 | May 23, 2026 | |
Visual novel: The One from the Dark In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | 14 | May 23, 2026 | |
Night Record: Thin Walls In-game content artaudio | This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency. | Althera Studio | - | May 23, 2026 | |
WHERE IS MY CAT? In-game content artaudio | AI was used to create some of the artwork, sprites and music. | NinjaCat | - | May 23, 2026 | |
Bitroca In-game content arttextaudio | Some of Bitroca's visual assets, UI elements, and audio were created with the help of generative AI tools, then
reviewed and finalized by a human developer before shipping. All content is pre-rendered and baked into the build no AI content is generated during gameplay. | BitRoca | - | May 23, 2026 | |
Legacy Code: Relic Restorer In-game content audiotext | The game uses AI voice generation tools to create audio voiceovers for partial narrative texts and dialogue. All underlying text and story are originally created by the developer. | ZENG ZIZHAO | - | May 23, 2026 | |
Drowning Dream In-game content | Game Items are partially generated by AI. | d273 | - | May 23, 2026 |