The voice acting was mostly generated. Some minor graphics were generated when needed.
- Creator
- Buder Games
- Reviews
- -
- Added
- Aug 22, 2026
Public Steam disclosure research 25,376 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.
The voice acting was mostly generated. Some minor graphics were generated when needed.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
At Dual Horizon Games, generative AI was one tool used during development as part of a broader creative process led by our team. No AI-generated content is created during gameplay.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay.
Some of the store's visual designs utilized AI.
Generative AI tools were used in the development of this game. Image-generation AI was used to create the store artwork (key art and capsule images) and some in-game art assets (character illustrations, backgrounds, etc.), with all final selection, editing, and finishing done by the developers. AI assistants were also used to help write portions of the game's code. No content is generated by AI in real time while the game is running.
AI was used to assist with base image generation, all in-game assets were edited manually prior to implementation.
As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer.
Using AI to Generate Some Materials
Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic.
The visual assets in Grim Looters — character, monster, item and card artwork, plus the store and marketing images — were created with the assistance of generative AI image tools and then curated, edited, and assembled by the developer. Some background music was AI-assisted. All AI-generated content is reviewed by the developer to ensure it is appropriate and cleared for use. No AI content is generated live during gameplay.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
Game voice acting and image
Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code.
Some of the visual elements are generated.
3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime.
This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer.
AI has assisted with graphics, audio, code, text.
PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.
Some image and texture assets in this game were created with generative AI tools.
As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand.
all the pictures are generated by artificial intelligence.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback. Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language. I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me.
Generative AI Usage - Reference for some backgrounds and CG compositions - Editing and proofreading of some text - Assistance with English and Japanese localization All final content was created, reviewed, and/or revised by the developer.
During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance.
This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release.
Used TTS/AI voice lines and AI-generated in-game posters.
I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
all the pictures are generated by artificial intelligence.
Some of the content in Broken Pixel was created using generative AI. All of it was produced during development, reviewed by us, and shipped as fixed, pre-generated assets — no AI runs while you play. - Story narration: the roughly ten hours of spoken narration were generated with an AI text-to-speech model (ElevenLabs). The scripts were written with AI assistance and edited by hand. - Player avatars: the 3D character avatars were generated with an AI image-to-3D tool (Meshy). - Store & marketing art: the capsule and marketing images were generated with an AI image model (Runware / fal.ai). - Soundtrack: the lounge soundtrack was generated with an AI music model (Mureka). The gameplay itself contains no AI-generated content — every room, screen, painting and level layout is built by traditional procedural code. Nothing is generated live, and the game never connects to an AI service while you play.
This game's music was generated using an AI music generation tool.
The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play.
Generative AI was used to assist with the creation of some visual content.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
This game contains content created with generative AI, including some monster assets, some icons, the title BGM, and translations.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation.
applying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
Assisted in coding and partial art asset creation.
Some objects, textures, images, and audio assets in this game were created or enhanced using generative artificial intelligence. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's artistic vision.
Generative AI tools were used as supportive measures during the development process in the following areas: - Localization: AI was used to assist with text translation and editing across supported languages. - Sound Design: AI tools may be used for generating foundational sound elements.
Some background illustrations were created with generative AI and edited/selected by the developer.
The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release.
This game is designed by ChatGPT, implemented by Codex, and directed by Kevin Du.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rude Supermarket Simulator In-game content audioart | The voice acting was mostly generated. Some minor graphics were generated when needed. | Buder Games | - | Aug 22, 2026 | |
The World's Shortest Horror Game Store/marketing text | Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running. | Playmoth Games | - | Aug 20, 2026 | |
Please Drive Faster Dev only | At Dual Horizon Games, generative AI was one tool used during development as part of a broader creative process led by our team. No AI-generated content is created during gameplay. | Dual Horizon Games | - | Aug 20, 2026 | |
En busca de la libertad In-game content art | Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI. | Pierucci Studios | - | Aug 20, 2026 | |
Sue your parents In-game content arttext | Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay. | SOOJISTUDIO | - | Aug 19, 2026 | |
KICKSLAUGHT Store/marketing art | Some of the store's visual designs utilized AI. | RedenelGO | - | Aug 19, 2026 | |
HUG&BETRAY In-game content artcode | Generative AI tools were used in the development of this game. Image-generation AI was used to create the store artwork (key art and capsule images) and some in-game art assets (character illustrations, backgrounds, etc.), with all final selection, editing, and finishing done by the developers. AI assistants were also used to help write portions of the game's code. No content is generated by AI in real time while the game is running. | THBdesigns | - | Aug 19, 2026 | |
Open Headcount: A Corporate-Hell Roguelike In-game content art | AI was used to assist with base image generation, all in-game assets were edited manually prior to implementation. | Platyware | - | Aug 19, 2026 | |
One Week Left In-game content arttextaudio | As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer. | yongdustudio | - | Aug 19, 2026 | |
aliveCAPTCHA Unclear | Using AI to Generate Some Materials | bakaStudio | - | Aug 19, 2026 | |
Stall #2 In-game content art | Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic. | Fidgetworks | - | Aug 19, 2026 | |
Grim Looters In-game content artaudio | The visual assets in Grim Looters — character, monster, item and card artwork, plus the store and marketing images — were created with the assistance of generative AI image tools and then curated, edited, and assembled by the developer. Some background music was AI-assisted. All AI-generated content is reviewed by the developer to ensure it is appropriate and cleared for use. No AI content is generated live during gameplay. | katapeltis | - | Aug 17, 2026 | |
I Keep Reincarnating as a Rat in the Mad Scientist’s Maze In-game content text | AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game. | vsaik | - | Aug 17, 2026 | |
HITLER WAIFU 2 In-game content audioart | Game voice acting and image | Who We Are Games | - | Aug 17, 2026 | |
Corporate Slave In-game content artcode | Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code. | ATK-Play | - | Aug 14, 2026 | |
Pegs of Hell Unclear art | Some of the visual elements are generated. | WOMBEX Games | - | Aug 14, 2026 | |
Murder Your Friends In-game content art | 3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime. | Friendslop Studios | - | Aug 14, 2026 | |
NextBot PANIC! Store/marketing arttext | This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer. | GalaverseCreations | - | Aug 14, 2026 | |
WitchTrial In-game content artaudiotextcode | AI has assisted with graphics, audio, code, text. | QuadPixel | - | Aug 14, 2026 | |
Per My Last Email In-game content audiotextart | PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people. | 3Cats Studio | - | Aug 13, 2026 | |
GALLERY OF LIES In-game content art | Some image and texture assets in this game were created with generative AI tools. | kimuchi | - | Aug 13, 2026 | |
Car Wash Simulator In-game content artaudio | As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand. | Majestic Twelve | 60 | Aug 11, 2026 | |
Visual Novel: Boomer on a Date In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 11, 2026 | |
Attention Shoppers In-game content textart | AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team. | Blue Mayonnaise | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
Feedmaster In-game content art | Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content. | Brimmer Studio | - | Aug 11, 2026 | |
Godheart Dev only codetext | AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language.
I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me. | Dagmar Games | - | Aug 11, 2026 | |
Tropical Romance In-game content arttext | Generative AI Usage
- Reference for some backgrounds and CG compositions
- Editing and proofreading of some text
- Assistance with English and Japanese localization
All final content was created, reviewed, and/or revised by the developer. | NewooGames | - | Aug 10, 2026 | |
打工生存指南 In-game content art | During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance. | CMoonWorks | - | Aug 8, 2026 | |
HR Hell In-game content art | This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release. | playerboot | - | Aug 8, 2026 | |
Can of Ethics In-game content audioart | Used TTS/AI voice lines and AI-generated in-game posters. | Hashim Goodsir | - | Aug 8, 2026 | |
Evilos In-game content art | I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop. | Bunch of Idiots Studio | - | Aug 7, 2026 | |
Zombie Cropse In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 7, 2026 | |
Visual Novel: Golden Hostage In-game content art | all the pictures are generated by artificial intelligence. | GiBar | - | Aug 5, 2026 | |
Broken Pixel In-game content audioarttext | Some of the content in Broken Pixel was created using generative AI. All of it was produced during development, reviewed by us, and shipped as fixed, pre-generated assets — no AI runs while you play.
- Story narration: the roughly ten hours of spoken narration were generated with an AI text-to-speech model (ElevenLabs). The scripts were written with AI assistance and edited by hand.
- Player avatars: the 3D character avatars were generated with an AI image-to-3D tool (Meshy).
- Store & marketing art: the capsule and marketing images were generated with an AI image model (Runware / fal.ai).
- Soundtrack: the lounge soundtrack was generated with an AI music model (Mureka).
The gameplay itself contains no AI-generated content — every room, screen, painting and level layout is built by traditional procedural code. Nothing is generated live, and the game never connects to an AI service while you play. | GameRotBros | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
The Tally In-game content textcode | The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play. | Olivia Gonsher | - | Aug 4, 2026 | |
Soul Shine Unclear art | Generative AI was used to assist with the creation of some visual content. | House Of Stupid | - | Aug 2, 2026 | |
Floors of Fury In-game content artaudio | Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay. | Almost Orbit | - | Aug 2, 2026 | |
小狗不上班 In-game content art | Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service. | Medui Studio | - | Aug 1, 2026 | |
Damn Adventure In-game content artaudiotext | This game contains content created with generative AI, including some monster assets, some icons, the title BGM, and translations. | Hansan Game | - | Aug 1, 2026 | |
Grave Danger In-game content arttextaudio | Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services. | Strictly MT Games | - | Jul 31, 2026 | |
Escape from Prompt: Rogue AI Dev only code | During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation. | MGM LLC | - | Jul 31, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
Doomsday Anchor Dev only codeart | Assisted in coding and partial art asset creation. | 不会取名 | - | Jul 30, 2026 | |
Sodyba In-game content artaudio | Some objects, textures, images, and audio assets in this game were created or enhanced using generative artificial intelligence. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's artistic vision. | Auris Fields | - | Jul 30, 2026 | |
SECTOR GRID: Efficiency Protocol In-game content textaudio | Generative AI tools were used as supportive measures during the development process in the following areas:
- Localization: AI was used to assist with text translation and editing across supported languages.
- Sound Design: AI tools may be used for generating foundational sound elements. | ovov games | - | Jul 30, 2026 | |
Flak Duty In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jul 29, 2026 | |
The Rug Racket In-game content art | The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release. | ioStudios | - | Jul 29, 2026 | |
Digital Waste Unclear code | This game is designed by ChatGPT, implemented by Codex, and directed by Kevin Du. | Kevin Du | - | Jul 29, 2026 |