Every character's facial image and some of the gallery's artworks were created with AI.
- Creator
- studio LIEFEC
- Reviews
- -
- Added
- Jul 2, 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.
Every character's facial image and some of the gallery's artworks were created with AI.
The game contains some AI-generated visual assets and music which were reviewed, selected, and integrated by the developer.
This game makes extensive use of generative AI for nearly all player-facing content. All assets, textures, shaders, fonts, some animations, sound effects, and music are fully generated using AI tools and then integrated and refined within the game. As a core rule of the project, everything the player sees and hears has to be AI-generated. Game design, mechanics, level design, and technical implementation are created and controlled by the developer. AI is used as a content creation tool and does not dynamically generate gameplay content or influence player experience in real time. No personal player data is processed by AI systems during gameplay.
Generative artificial intelligence was used in the creation of some images and video assets in the game. The production process of the promotional images on the store page utilized generative artificial intelligence. The voice-over materials for the game were produced using generative artificial intelligence.
Some album artwork and illustrations are created with the assistance of AI generation tools during the production process. AI-generated outputs are used only as drafts or production aids. All such materials are carefully selected, modified, edited, and post-processed by our development team to create the final content. Every AI-assisted asset included in the game is finalized through the creative judgment and thorough review of our development team.
Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials.
All visual assets in this game are pre-generated by artificial intelligence (AI).
Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
The new Steam capsule and library images were created using AI.
The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game. Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release.
This game may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets. All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing. The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running.
This game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience. Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running.
Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game.
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode. Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements. Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists. Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game.
AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques. The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
The development team used generative AI tools only during the to create asset icons for Steam Achievements and to generate Voice-Over assets for localization.
OFS is made by a solo developer using a hybrid, human-led production pipeline. Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it. Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game. As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result.
This game uses AI-generated artwork.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay.
Main Steam Page graphics
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay. The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
AI tools were used during development to assist with the creation of some capsule images and illustrations. No live-generated AI content is used.
Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself.
Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services.
Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI.
Codex, powered by ChatGPT, was used as a coding assistant during development. I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX. Gameplay systems and mechanics do not rely on AI-generated content. All generated assets are owned and licensed by us.
This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials.
Used for an audio file and translation.
Generative AI was used for image Sprite and sound.
Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI.
Store description and promotional graphics generated using AI tools.
Localization texts for different languages are generated with the support of Gen AI.
all the pictures are generated by artificial intelligence.
The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
Inventory icons, and some background images and textures.
Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time.
Images and Music made by AI are in game. Images for UI, and almost all music in game.
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper
Some background illustrations were created with generative AI and edited/selected by the developer.
Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay.
NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline. I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life: - generating the art, - fleshing out the script, - composing the music, and writing the code. Every element was guided by human intent and shaped by AI execution.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Just A Regular Night Patrol In-game content art | Every character's facial image and some of the gallery's artworks were created with AI. | studio LIEFEC | - | Jul 2, 2026 | |
FLIP In-game content artaudio | The game contains some AI-generated visual assets and music which were reviewed, selected, and integrated by the developer. | CLKY Studios | - | Jul 1, 2026 | |
AIpocalypse In-game content artaudiotextcode | This game makes extensive use of generative AI for nearly all player-facing content.
All assets, textures, shaders, fonts, some animations, sound effects, and music are fully generated using AI tools and then integrated and refined within the game. As a core rule of the project, everything the player sees and hears has to be AI-generated.
Game design, mechanics, level design, and technical implementation are created and controlled by the developer. AI is used as a content creation tool and does not dynamically generate gameplay content or influence player experience in real time.
No personal player data is processed by AI systems during gameplay. | fatcatgames | - | Jul 1, 2026 | |
Brain Bomb In-game content artaudio | Generative artificial intelligence was used in the creation of some images and video assets in the game. The production process of the promotional images on the store page utilized generative artificial intelligence. The voice-over materials for the game were produced using generative artificial intelligence. | Sea of Ghosts | - | Jul 1, 2026 | |
O2Jam : The Beginning In-game content art | Some album artwork and illustrations are created with the assistance of AI generation tools during the production process. AI-generated outputs are used only as drafts or production aids. All such materials are carefully selected, modified, edited, and post-processed by our development team to create the final content. Every AI-assisted asset included in the game is finalized through the creative judgment and thorough review of our development team. | SuperTurbine Technology Inc. | 118 | Jul 1, 2026 | |
Luck & Tactics In-game content arttext | Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials. | Frostbyte Forge | - | Jul 1, 2026 | |
Huiyu AI Trip In-game content art | All visual assets in this game are pre-generated by artificial intelligence (AI). | Huiyu | - | Jun 30, 2026 | |
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
The Legend of Sebb Linus Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
Mobsteria: Rise In-game content arttext | The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game.
Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release. | JRichards | 21 | Jun 30, 2026 | |
StarHauler In-game content arttext | This game may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets.
All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing.
The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running. | Bitacora Studio | - | Jun 30, 2026 | |
Metronome Mage In-game content artaudio | This game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience.
Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running. | BKN | - | Jun 30, 2026 | |
Helmet In-game content arttext | Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game. | gerafko | - | Jun 30, 2026 | |
Korea. IL-2 Series In-game content arttext | Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team. | FOR-GAMES CR LTD | 380 | Jun 30, 2026 | |
Trade the Crash In-game content art | A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game. | PERFECTCIRCLE | - | Jun 30, 2026 | |
最后的飞船 In-game content artaudiotext | AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques.
The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators. | 正常游戏 Normal Games | - | Jun 30, 2026 | |
Huntervania In-game content art | Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI. | Dubcherry | - | Jun 30, 2026 | |
Wound Man In-game content arttext | Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer. | Aspidochelone Studios | 59 | Jun 30, 2026 | |
LIGHTPUNK: Law of Inertia In-game content artaudiotext | The development team used generative AI tools only during the to create asset icons for Steam Achievements and to generate Voice-Over assets for localization. | Vignette Games | - | Jun 29, 2026 | |
OFS In-game content art | OFS is made by a solo developer using a hybrid, human-led production pipeline.
Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it.
Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game.
As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result. | Cold Narrative | - | Jun 29, 2026 | |
Vexbound In-game content art | This game uses AI-generated artwork. | Cierzo Works | - | Jun 29, 2026 | |
N-OS: Desktop Story In-game content artaudiotext | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay. | Andrii Danchuk | - | Jun 29, 2026 | |
NETBREAK Store/marketing art | Main Steam Page graphics | Splice | - | Jun 29, 2026 | |
ChronosGuessr In-game content art | The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules. | Byteforge | - | Jun 29, 2026 | |
Wild Story: Primal Secrets In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Jun 29, 2026 | |
Afterdepth In-game content artaudio | Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates. | Dannark Studios | - | Jun 29, 2026 | |
Nowhere Dawn Store/marketing art | AI tools were used during development to assist with the creation of some capsule images and illustrations.
No live-generated AI content is used. | GiantK Games | - | Jun 29, 2026 | |
云境御魔 In-game content art | Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself. | 云境御魔 | - | Jun 29, 2026 | |
Orbital Dispatch In-game content art | Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services. | Christian Fischer | - | Jun 29, 2026 | |
King's Bounty: The Legend Store/marketing art | Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI. | Katauri Interactive | 976 | Jun 29, 2026 | |
Mindscape Dev only code | Codex, powered by ChatGPT, was used as a coding assistant during development.
I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free. | Vladlen Manshin | - | Jun 29, 2026 | |
Fatal Nights Store/marketing arttext | Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer. | The End Studios | - | Jun 28, 2026 | |
Forsaken Fleet In-game content artaudio | Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX.
Gameplay systems and mechanics do not rely on AI-generated content.
All generated assets are owned and licensed by us. | Zakym s. r. o. | - | Jun 28, 2026 | |
Jigsaw Diorama: The Alchemist and the Eclipse In-game content artaudio | This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials. | Base Metal Games Inc. | - | Jun 28, 2026 | |
Simulation 9 In-game content audiotext | Used for an audio file and translation. | Wildfox Interactive | - | Jun 28, 2026 | |
Re:collect In-game content artaudio | Generative AI was used for image Sprite and sound. | 4 thousand won | - | Jun 28, 2026 | |
Dimensional Breach In-game content artaudio | Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI. | BchaoStudio | - | Jun 28, 2026 | |
Zombuffoonery Store/marketing art | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | - | Jun 28, 2026 | |
Dark City: Scavenge Craft Power In-game content text | Localization texts for different languages are generated with the support of Gen AI. | GMG | - | Jun 28, 2026 | |
International Memes In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 28, 2026 | |
The Living Atlas In-game content artcode | The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input. | A.R.B. Andrews | - | Jun 28, 2026 | |
Cytokine Storm In-game content art | Inventory icons, and some background images and textures. | Smooth Brain Studios | - | Jun 28, 2026 | |
Shrunk Wilds In-game content art | Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time. | Metallicus Media | - | Jun 28, 2026 | |
A Cube's Choice In-game content artaudio | Images and Music made by AI are in game. Images for UI, and almost all music in game. | J-echo Entertainment | - | Jun 28, 2026 | |
LOCKOUT In-game content arttext | Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently. | MS Productions | - | Jun 28, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
The Unseeing In-game content audio | We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper | AgniGames | - | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
O.M.E.N. | Synthetic Genesis Store/marketing textcode | Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay. | The Observable Multiverse | - | Jun 28, 2026 | |
NULL//REBORN In-game content arttextaudiocode | NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline.
I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life:
- generating the art,
- fleshing out the script,
- composing the music, and writing the code.
Every element was guided by human intent and shaped by AI execution. | SlothByte Games | - | Jun 28, 2026 |