Generative AI was used only for initial art concepts. Post-processing, stylization, animation, and music were created independently by the developer.
- Creator
- Vic Lin
- Reviews
- -
- Added
- Oct 3, 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.
Generative AI was used only for initial art concepts. Post-processing, stylization, animation, and music were created independently by the developer.
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way. No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
Some of the images in the game were stylized using AI.
Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page. These images are promotional illustrations and are a good representation of the in-game visuals.
AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction.
Proofreading
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates.
Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI.
Generative AI tools were used during the development of MEAM Launcher and some of the included games. AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development. All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product. MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software.
AI tools were used to assist in the creation of store Assets
Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime.
Copy for the store page and localization in game and on the store page was generated by AI
Generative AI tools were used during development to create pre-generated character voices, music, and store artwork, and to assist with writing. These assets are prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
Most graphics are generatively produced with refined qualities.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used to create some images, music, sound effects, and prerecorded synthetic chant voices. The game also uses on-device AI speech recognition to transcribe player recordings.
Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay.
Some artwork on ROM Hollow's store page was generated with AI.
The graphical elements were created using AI and then manually refined.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play.
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications.
AI was used to help code some parts of the game and find bugs
AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators.
The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements.
I use generative AI tools to help develop some in-game assets.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
The game to contain art assets generated by artificial intelligence
I'm a solo developer with a full-time job and a dad with two wonderful little kids. Full Count Club is a game I've wanted to make for a long time. AI tools are how I fit it into the time I have: they helped create the illustrated art, some sound effects, and some in-game writing such as newspaper headlines. I direct, select and edit all of it. The game does not generate any AI content while you play.
Dicebound uses generative AI as part of the development process for some pre-generated content. This includes certain visual assets and promotional/store materials, as well as some drafting support for interface text and localization. All AI-assisted content has been reviewed, edited, and curated by the developer before being included in the game or on the store page. Dicebound does not use live generative AI during gameplay, and players cannot generate content through AI in-game.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
AI used for graphics.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything. Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio. Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead. All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
We only use AI as a supporting tool.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Co-Exist Files Dev only art | Generative AI was used only for initial art concepts.
Post-processing, stylization, animation, and music were created independently by the developer. | Vic Lin | - | Oct 3, 2026 | |
Tollmire In-game content text | The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas. | Smartstift | - | Oct 3, 2026 | |
unligal In-game content art | Some of the images in the game were stylized using AI. | RUKA Industries | - | Oct 3, 2026 | |
Station 12 In-game content art | Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page.
These images are promotional illustrations and are a good representation of the in-game visuals. | John Kircher | - | Oct 3, 2026 | |
Suns Unknown In-game content art | AI tools were used to help create some in-game assets. The final game reflects my creative vision and direction. | Moralsoft | - | Oct 3, 2026 | |
How To Hunt text | Proofreading | Northern Games | - | Oct 3, 2026 | |
Podyezd In-game content artaudiotextcode | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | RavenS Software | - | Oct 3, 2026 | |
Demolition Empire In-game content arttext | Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer. | Kali games | - | Oct 3, 2026 | |
Unhex In-game content audioart | Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates. | Major Dog Games | - | Oct 3, 2026 | |
BrouHaHa Dev only code | Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand. | Porto Palma Studios | - | Oct 3, 2026 | |
PICKRIFT Dev only textcodeart | Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer. | NodeTen Games | - | Oct 3, 2026 | |
The Quiet Flat Store/marketing art | Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI. | Firzy Games | 39 | Oct 3, 2026 | |
MEAM Launcher In-game content artaudiotextcode | Generative AI tools were used during the development of MEAM Launcher and some of the included games.
AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development.
All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product.
MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software. | Mor10 Productions | - | Oct 2, 2026 | |
Rock Hunter Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 1, 2026 | |
DragonLineage Store/marketing art | Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime. | C'est bon marché | - | Oct 1, 2026 | |
Adverse Reactions In-game content text | Copy for the store page and localization in game and on the store page was generated by AI | Going Rogue Games | - | Oct 1, 2026 | |
One Command Ahead In-game content audiotextart | Generative AI tools were used during development to create pre-generated character voices, music, and store artwork, and to assist with writing. These assets are prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay. | Newtro Studios | - | Oct 1, 2026 | |
Valoria In-game content art | Most graphics are generatively produced with refined qualities. | Ironstone Interactive | - | Oct 1, 2026 | |
CozyDuck Idle In-game content textart | Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play. | Eren Kurular | - | Oct 1, 2026 | |
Your Ancestor Stories Dev only | We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team. | Vision Ascent | - | Oct 1, 2026 | |
GeomSurf Store/marketing textcode | Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay. | Geometry Serf | - | Oct 1, 2026 | |
VOICE METEOR In-game content artaudio | Generative AI was used to create some images, music, sound effects, and prerecorded synthetic chant voices. The game also uses on-device AI speech recognition to transcribe player recordings. | Soichiro Hayashide | - | Oct 1, 2026 | |
Devotheon In-game content artaudio | Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay. | Grizorian Games | - | Oct 1, 2026 | |
ROM Hollow Store/marketing art | Some artwork on ROM Hollow's store page was generated with AI. | Chris Karageorge | - | Oct 1, 2026 | |
Highway 26 In-game content art | The graphical elements were created using AI and then manually refined. | Plotline Games | - | Oct 1, 2026 | |
Bannerborn In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Oct 1, 2026 | |
Cards Rumble: Clash of Elements In-game content artaudio | Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play. | OnPixel Software | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Rally Dynasty In-game content art | Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand. | Daniel Raissar | - | Oct 1, 2026 | |
Cardsharp Cats: Magic Card Game In-game content art | AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product. | ScyScore Games | - | Oct 1, 2026 | |
TRAPPIST-1 In-game content art | AI was used to assist with coding and to create some textures, which were later reworked by the developer.
The game does not generate AI content in real time | Systm | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
Parallax In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service. | NEUTWORK | - | Oct 1, 2026 | |
Master Builders In-game content artcode | Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications. | ZELVANIX | - | Oct 1, 2026 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | Oct 1, 2026 | |
Motel 51: Papers, Keys & Aliens In-game content art | AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators. | press any key | - | Oct 1, 2026 | |
PegPegBall In-game content artaudiotext | The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements. | PenguinPigeon | - | Oct 1, 2026 | |
SaviorS : Oath of the Blade In-game content | I use generative AI tools to help develop some in-game assets. | Ouloboros Studio | - | Oct 1, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
咕噜物语 Store/marketing arttext | Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay. | Yustar | - | Sep 30, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
DRUNKARD In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Sep 30, 2026 | |
Full Count Club In-game content artaudiotext | I'm a solo developer with a full-time job and a dad with two wonderful little kids. Full Count Club is a game I've wanted to make for a long time. AI tools are how I fit it into the time I have: they helped create the illustrated art, some sound effects, and some in-game writing such as newspaper headlines. I direct, select and edit all of it. The game does not generate any AI content while you play. | Corner Lab Games | - | Sep 30, 2026 | |
Dicebound In-game content arttext | Dicebound uses generative AI as part of the development process for some pre-generated content. This includes certain visual assets and promotional/store materials, as well as some drafting support for interface text and localization. All AI-assisted content has been reviewed, edited, and curated by the developer before being included in the game or on the store page. Dicebound does not use live generative AI during gameplay, and players cannot generate content through AI in-game. | Side Street Studio | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Runic Conflux Unclear art | AI used for graphics. | Aetherllama | - | Sep 30, 2026 | |
Psst! Live AI audiotext | Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses. | Teeny Tiny Games | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Home Trading Simulator Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 30, 2026 | |
Bob's Dough: The Absurd Bakery Unclear | We only use AI as a supporting tool. | MONADRA | - | Sep 30, 2026 |