Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
- Creator
- ShIRLey
- Reviews
- -
- Added
- Sep 27, 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.
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Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization.
Video, some textures, and 3D models
AI was used to make some of the images used in the UI.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
AI was used in the game's development and store promotional materials
Some visual assets in the game were created using generative AI. This includes the game's logo and some of the artwork found in the hospital map. The hospital map is part of a purchased asset pack, and some of the artwork in the environment was already AI-generated.
Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement.
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish). I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements. Thank you for giving the game a chance and for supporting this indie project.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
Concept Art and Design: Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements. Final Assets: While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Utilize AI for localized translation and pre-rendering
The relevant images have been stylized and optimized using AI.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency. AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements. The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation. With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
AI tools were used to assist in the creation of some visual assets
AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together.
Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer: - Source code: partially AI-generated, reviewed and tested by the developer. - Store artwork (capsule images and promotional art): AI-generated. - Character portraits (captains): AI-generated. - Store page copy: drafted with AI assistance, then edited and approved by the developer. The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
ONLY FOR DEMO - placeholder visual assets. All writing, music, and gameplay elements are human-made.
Ive used AI for my Store Page and my title screen, added some of my own flare to it. I used AI for my portraits in game for my shop keepers Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
Some icons and also a few images for interfaces.
Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team.
This game uses generative artificial intelligence for FMV video communications (video and audio), sound effects, sprite images, textures, 3D models. You'd be hard pressed to find a corner of this game AI hasn't touched. I made this because I enjoy it.
Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay.
Game logo and steam store page cover art made with ai tools
Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Certain 2D textures, sound effects and music assets have been created with the assistance of AI.
During the development, we may use AI-assisted tools to help create procedural 3D models, environments, interface elements, animations, and sound effects. These tools were used under the developer’s direction, and in every case the end result reflects their creativity.
This game uses generative artificial intelligence to create certain UI elements or images.
English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance.
Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | Sep 27, 2026 | |
Thirst or Bust In-game content artcodetext | Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization. | XiaoFei | - | Sep 27, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Arbiter In-game content art | AI was used to make some of the images used in the UI. | Tyro, LLC | - | Sep 26, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Block Barrage Store/marketing | AI was used in the game's development and store promotional materials | Sun Monster FxxL | - | Sep 25, 2026 | |
BlackSite Z In-game content art | Some visual assets in the game were created using generative AI. This includes the game's logo and some of the artwork found in the hospital map. The hospital map is part of a purchased asset pack, and some of the artwork in the environment was already AI-generated. | Oniskelis | - | Sep 25, 2026 | |
1PX BOSS RUSH In-game content arttext | Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer. | janchiguksu | - | Sep 25, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_studio | - | Sep 25, 2026 | |
BLASTCORE In-game content artaudio | Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement. | Grin Igor | - | Sep 25, 2026 | |
Avoid the Void In-game content audiotext | Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project. | Keycrown Studio | - | Sep 25, 2026 | |
Wreckums In-game content artaudio | Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play. | Whimstead LLC | - | Sep 25, 2026 | |
CaveTunnel AntiMotion Store/marketing codearttext | This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service. | TJH | - | Sep 25, 2026 | |
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
Cryo Corps In-game content art | Concept Art and Design:
Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements.
Final Assets:
While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience. | 3HM Studios | - | Sep 25, 2026 | |
4 SCREENS, 1 SHOT In-game content artaudiotextcode | Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay. | mayoaji | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 | |
MOBBED Store/marketing art | Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay. | Stari Studios | - | Sep 25, 2026 | |
Tank Odyssey In-game content artaudio | This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience. | px172 | - | Sep 24, 2026 | |
Paladin HC In-game content art | Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game. | Fahrettin's House | - | Sep 24, 2026 | |
The Last Encore In-game content art | Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service. | ArenoLabs | - | Sep 24, 2026 | |
KANKERI: Can Kick Clash In-game content audioart | This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running. | IT MONOZUKURI K.K. | - | Sep 24, 2026 | |
Last Pasture Unclear art | AI tools were used to assist in the creation of some visual assets | DrugTank | - | Sep 24, 2026 | |
Final Targets In-game content artcode | AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together. | AtticusDev | - | Sep 24, 2026 | |
Retro Mix 8: Arcade Collection In-game content arttext | Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay. | Dylan Lee | - | Sep 24, 2026 | |
Astrovein In-game content arttextcode | Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running. | Yukn Games | - | Sep 24, 2026 | |
IAI BREAKER In-game content art | This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services. | βETALCA Games | - | Sep 24, 2026 | |
Bardo Spaceship general | ONLY FOR DEMO - placeholder visual assets. All writing, music, and gameplay elements are human-made. | Alex Getz | - | Sep 24, 2026 | |
Thrive Z In-game content art | Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit | CASH | - | Sep 24, 2026 | |
KILLWORLD In-game content art | Some icons and also a few images for interfaces. | Hunt Studio | - | Sep 23, 2026 | |
Polandball: The Sixth Day - Destroy In-game content text | Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay. | 饼干鱼工作室 | - | Sep 22, 2026 | |
Orbital Sweeper In-game content artaudio | Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team. | 852kbstudio | - | Sep 22, 2026 | |
Recension In-game content artaudio | This game uses generative artificial intelligence for FMV video communications (video and audio), sound effects, sprite images, textures, 3D models. You'd be hard pressed to find a corner of this game AI hasn't touched. I made this because I enjoy it. | Tenderfoot | - | Sep 22, 2026 | |
AeroBloom Dev only | Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay. | Quito Digital Works | - | Sep 22, 2026 | |
Horror In Santa Land Store/marketing art | Game logo and steam store page cover art made with ai tools | Saylor Games | - | Sep 22, 2026 | |
Arena Shooter Live AI art | Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay. | GameEra Studios | - | Sep 22, 2026 | |
Midnight Gunwatch art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Midnight Gunwatch Studio | - | Sep 22, 2026 | |
Bulletbound Brigade Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Bulletbound Brigade Studio | - | Sep 22, 2026 | |
Globecide In-game content artaudiotext | Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer. | EEE Games | - | Sep 22, 2026 | |
Fitz's Aim Trainer Dev only code | The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime. | Fitz | - | Sep 22, 2026 | |
饼干兄弟 In-game content artaudiotext | Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Bingshe Zhao | - | Sep 22, 2026 | |
Dusted In-game content artaudio | Certain 2D textures, sound effects and music assets have been created with the assistance of AI. | DustedVR Limited | - | Sep 22, 2026 | |
Blockfall In-game content artaudio | During the development, we may use AI-assisted tools to help create procedural 3D models, environments, interface elements, animations, and sound effects. These tools were used under the developer’s direction, and in every case the end result reflects their creativity. | Wasd_armory | - | Sep 22, 2026 | |
False Horizons In-game content art | This game uses generative artificial intelligence to create certain UI elements or images. | Stag Studios | - | Sep 22, 2026 | |
A Little Robot's Journey In-game content text | English localization text in the game was produced with AI assistance and reviewed by the developer. Parts of the store page description were also drafted with AI assistance. | Teliha, inc | - | Sep 21, 2026 | |
LUMESPROUT In-game content arttextcode | Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI. | Dev Dot | - | Sep 21, 2026 | |
RunGun Riot In-game content artaudio | Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay. | Forbidden Fruit Productions | - | Sep 21, 2026 | |
Core Assembly In-game content arttext | Generative AI was used during production to create license icons and to assist with store descriptions and Chinese and English text. The icons were selected, edited and integrated as fixed assets. The AI use described here takes place during production. | newcovid | - | Sep 21, 2026 |