Some images are generated by AI.
- Creator
- Sun Pengfei
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some images are generated by AI.
Generative AI was used to generate store copy and game assets.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer. No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted.
Limited use of AI tools in the production of the game.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
AI tools were used during development to assist with text localization, narrative drafting, and music prompt generation. All game design, pixel art, code, and final creative decisions are made by the developer.
A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff.
This game was made using tools like Photoshop, Chat GPT and Grok. As a solo developer it is useful to have these tools available to create games like this one.
Generative AI is used to assist coding and for generating code that creates audio files.
This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets. These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer.
Some in-game audio content, such as radio dialogue and in-game radio music may be generated using artificial intelligence tools. These elements are used to enhance immersion and provide dynamic environmental storytelling. All gameplay systems, mechanics, and core content are designed and implemented by the developer.
The store page utilizes AI-assisted generation for some of its assets and decorative icons. All such materials have been manually selected and post-processed to ensure they best represent the game's style.
I do not use AI to develop the game, all art assets were made by real people. I only used it for the Steam Capsule Image.
This product contains certain visual elements and assets that were created or assisted through the use of AI tools.
AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay.
Some store visual assets (promotional images and capsules) were created with the aid of generative AI tools and manually edited. Sound effects were generated using ElevenLabs API and music was created with Suno AI. Translations for languages beyond Portuguese, English and Spanish were automatically generated and reviewed. All game code, gameplay, level design and in-game sprites were manually created.
We use generative AI tools to assist with some game audio assets, such as dinosaur sounds and other sound effects, as well as some store page, marketing, and promotional artwork. These assets are reviewed, selected, edited, and integrated by the developer before use. Generative AI is not currently used to create live gameplay content during play.
Hi, fellow players! While developing Flavor Legend, I used AI to assist in generating some character models, art textures, animation videos, background music, and ambient sound effects. All these assets have been manually reviewed and revised. The core gameplay, story, and all interactive experiences of the game are entirely original and created by me, with no AI-driven NPCs or dialogue features used. If any copyright disputes are found in the future, I will adjust and replace them immediately. Thank you for your understanding and support!
Text-to-speech tools were utilized to generate the quick voice-over announcements during a match.
Our store assets were created using a hybrid workflow. We used AI tools to generate initial concepts and textures, which were then extensively edited, refined, and combined with custom illustrations by an artist to ensure a unique, high-quality final result.
As a solo developer, I utilized generative AI tools during the development process in the following ways - Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency. - Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide. - Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality. All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay.
Some game assets and store page artwork were created with AI assistance.
Mildly used for art
This game contains pre-generated AI content. Generative AI tools were used to assist in the creation of certain promotional materials and pre-rendered video assets, such as the opening cinematic and store marketing visuals. No live-generated AI content is used during gameplay.
This game utilizes generative AI tools during development to enhance certain aspects of production. Specifically, AI was used to assist with programming tasks and sound creation. All AI-assisted content was carefully reviewed, refined, and integrated by the developer to ensure consistency and quality within the game.
Some background music in the game was composed with the assistance of generative AI tools. These tracks were subsequently edited, mixed, and refined by the developer to ensure alignment with the game's sci-fi aesthetic.
AI was used for the following: * In game code * Capsule images * Trailer and boss music * Ideas and direction for the story * In-game cinematic * Character design and in-game portraits * Model textures * Achievement images
The banner text in the Steam store was generated using AI.
This game uses AI-generated pixel art for character sprites, enemy sprites, and environmental tiles, created using PixelLab. All AI-generated assets were reviewed, selected, and in some cases modified by the developer before inclusion in the game.
We used AI to help create the images for our game's Steam page.
I'm using AI to help with localization so more players can enjoy the game easily.
Placeholder graphics during development. Text optimization.
Tools were used to enhance my creativity, I produced and refined various assets and ideas through the help of Generative AI.
Some music was created using AI;
Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems.
Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process.
Some pixel art assets were created with the assistance of AI image generation tools and refined by hand.
Some visual assets and development processes for this game were created with the assistance of generative AI tools. These tools were used during development to help generate certain images, concepts, and code prototypes, which were then reviewed, edited, and integrated by the developer.
Development team uses AI for asset design
Yes, I use AI tools to help build this game, and I'm not going to pretend I don't. I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game. Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be.
It has only been used in localization and specific visual references
Some of the art assets and sound effects in this game were created with the assistance of AI tools during development.
Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example.
Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay.
AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer.
The English localization of this game was developed with the assistance of AI translation tools.
I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI.
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Zoovivors Store/marketing art | Some images are generated by AI. | Sun Pengfei | - | May 23, 2026 | |
Dustwalker Store/marketing textart | Generative AI was used to generate store copy and game assets. | Dustin Runnells | - | May 23, 2026 | |
Florence Mirror In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | FLOREGO, EerieEchoGames | - | May 23, 2026 | |
The Crowd Decides In-game content art | Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer.
No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted. | David C. | - | May 23, 2026 | |
Riftweaver's Deck Unclear | Limited use of AI tools in the production of the game. | DB Creative | - | May 23, 2026 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 | |
Sorry, My King In-game content textaudio | AI tools were used during development to assist with text localization,
narrative drafting, and music prompt generation. All game design, pixel art,
code, and final creative decisions are made by the developer. | Game Crafters Collective | - | May 23, 2026 | |
Signal Scavenger In-game content art | A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff. | Iraqi Games Studio | - | May 23, 2026 | |
Appalachia Dev only arttext | This game was made using tools like Photoshop, Chat GPT and Grok. As a solo developer it is useful to have these tools available to create games like this one. | NIBIRU RED | - | May 23, 2026 | |
Newtonia In-game content codeaudio | Generative AI is used to assist coding and for generating code that creates audio files. | METONYMOUS | - | May 23, 2026 | |
Corelith In-game content art | This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets.
These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer. | Dongurami Cat | - | May 23, 2026 | |
Security Guard: Supernatural In-game content audiotext | Some in-game audio content, such as radio dialogue and in-game radio music may be generated using artificial intelligence tools. These elements are used to enhance immersion and provide dynamic environmental storytelling.
All gameplay systems, mechanics, and core content are designed and implemented by the developer. | Interactive Word | - | May 23, 2026 | |
Endless Castle: Under Siege In-game content art | The store page utilizes AI-assisted generation for some of its assets and decorative icons. All such materials have been manually selected and post-processed to ensure they best represent the game's style. | 家里蹲工作室 | - | May 23, 2026 | |
Brute Battles Store/marketing art | I do not use AI to develop the game, all art assets were made by real people. I only used it for the Steam Capsule Image. | Bald Baguette | - | May 23, 2026 | |
Beyond Hatred Unclear art | This product contains certain visual elements and assets that were created or assisted through the use of AI tools. | Victor Morales | - | May 23, 2026 | |
Mercatoria Store/marketing art | AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay. | Groundwork Studio | - | May 23, 2026 | |
One Shot Out In-game content artaudiotext | Some store visual assets (promotional images and capsules) were created with the aid of generative AI tools and manually
edited. Sound effects were generated using ElevenLabs API and music was created with Suno AI. Translations for languages
beyond Portuguese, English and Spanish were automatically generated and reviewed. All game code, gameplay, level design and
in-game sprites were manually created. | Aurus Games | - | May 23, 2026 | |
66: Dinosaur Survival In-game content audioart | We use generative AI tools to assist with some game audio assets, such as dinosaur sounds and other sound effects, as well as some store page, marketing, and promotional artwork. These assets are reviewed, selected, edited, and integrated by the developer before use. Generative AI is not currently used to create live gameplay content during play. | 66milliongames | - | May 23, 2026 | |
风味传奇 In-game content artaudio | Hi, fellow players! While developing Flavor Legend, I used AI to assist in generating some character models, art textures, animation videos, background music, and ambient sound effects. All these assets have been manually reviewed and revised. The core gameplay, story, and all interactive experiences of the game are entirely original and created by me, with no AI-driven NPCs or dialogue features used. If any copyright disputes are found in the future, I will adjust and replace them immediately. Thank you for your understanding and support! | Luminous Voyage | - | May 23, 2026 | |
SUPER SCORE In-game content audio | Text-to-speech tools were utilized to generate the quick voice-over announcements during a match. | MBL Games | - | May 23, 2026 | |
GUTTERBORN In-game content art | Our store assets were created using a hybrid workflow. We used AI tools to generate initial concepts and textures, which were then extensively edited, refined, and combined with custom illustrations by an artist to ensure a unique, high-quality final result. | JNAK | - | May 23, 2026 | |
The Refuge In-game content arttextaudio | As a solo developer, I utilized generative AI tools during the development process in the following ways
- Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency.
- Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide.
- Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality.
All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay. | TheLittleGames | - | May 23, 2026 | |
Topple Kings Store/marketing art | Some game assets and store page artwork were created with AI assistance. | adamsky | - | May 23, 2026 | |
Cyber Bike Duels Unclear art | Mildly used for art | Bashabeth Games | - | May 23, 2026 | |
STELLAR BASTION Store/marketing art | This game contains pre-generated AI content.
Generative AI tools were used to assist in the creation of certain promotional materials and pre-rendered video assets, such as the opening cinematic and store marketing visuals.
No live-generated AI content is used during gameplay. | Toro Studio | - | May 23, 2026 | |
BUNNYBastion Dev only codeaudio | This game utilizes generative AI tools during development to enhance certain aspects of production. Specifically, AI was used to assist with programming tasks and sound creation. All AI-assisted content was carefully reviewed, refined, and integrated by the developer to ensure consistency and quality within the game. | Last Wall Games | - | May 23, 2026 | |
Circuit Defense In-game content audio | Some background music in the game was composed with the assistance of generative AI tools. These tracks were subsequently edited, mixed, and refined by the developer to ensure alignment with the game's sci-fi aesthetic. | LUO JUNLIN | - | May 23, 2026 | |
Stellar Breach In-game content artaudiotextcode | AI was used for the following:
* In game code
* Capsule images
* Trailer and boss music
* Ideas and direction for the story
* In-game cinematic
* Character design and in-game portraits
* Model textures
* Achievement images | Oak Bear Studios | - | May 23, 2026 | |
Night Creed Store/marketing text | The banner text in the Steam store was generated using AI. | NightShadowGames | - | May 23, 2026 | |
Broken Divide In-game content art | This game uses AI-generated pixel art for character sprites, enemy sprites, and environmental tiles, created using PixelLab. All AI-generated assets were reviewed, selected, and in some cases modified by the developer before inclusion in the game. | Threefold Interactive LLC | - | May 23, 2026 | |
Master Alchemist Simulator Store/marketing art | We used AI to help create the images for our game's Steam page. | Bohem Games | - | May 23, 2026 | |
Angel Zero In-game content text | I'm using AI to help with localization so more players can enjoy the game easily. | FcsVorfeed | - | May 23, 2026 | |
Stoneborn Dev only textart | Placeholder graphics during development. Text optimization. | Beardforge Games | - | May 23, 2026 | |
Nebulagon Unclear art | Tools were used to enhance my creativity, I produced and refined various assets and ideas through the help of Generative AI. | Eversko | - | May 23, 2026 | |
Boot the Beet In-game content audio | Some music was created using AI; | Renderville Games | - | May 23, 2026 | |
Outposters In-game content art | Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems. | Capuchin Games | - | May 23, 2026 | |
SPACE HUG-DUNG In-game content art | Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process. | Syndicate Studio | - | May 23, 2026 | |
RuneClick In-game content art | Some pixel art assets were created with the assistance of AI image generation tools and refined by hand. | Vosk Games | - | May 23, 2026 | |
112 Meters Dev only artcode | Some visual assets and development processes for this game were created with the assistance of generative AI tools. These tools were used during development to help generate certain images, concepts, and code prototypes, which were then reviewed, edited, and integrated by the developer. | Enginar Games | - | May 23, 2026 | |
100 Guys 1 Stick Unclear art | Development team uses AI for asset design | machinetherapist | - | May 23, 2026 | |
Infinite Empire In-game content art | Yes, I use AI tools to help build this game, and I'm not going to pretend I don't.
I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game.
Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be. | Better Tools LLC | - | May 23, 2026 | |
Save the Game In-game content textart | It has only been used in localization and specific visual references | Mustafa Efe Arslan | - | May 23, 2026 | |
疯狂玩具屋 In-game content artaudio | Some of the art assets and sound effects in this game were created with the assistance of AI tools during development. | Wednesday | - | May 23, 2026 | |
Final Stand Waves In-game content art | Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example. | Arkon Game Studio | - | May 23, 2026 | |
Creature Feature In-game content artaudio | Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay. | Rocky Forge Studios | - | May 23, 2026 | |
Chessillo In-game content audioart | AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer. | DRV | - | May 23, 2026 | |
SAMURAI CLICKER Infinite Build Mastery In-game content text | The English localization of this game was developed with the assistance of AI translation tools. | Hirameki BigBang | - | May 23, 2026 | |
Kuessaria In-game content arttextaudiocode | I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI. | Kuess | - | May 23, 2026 | |
Dungeon of Regret In-game content audio | AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer. | Team 3rdPeople | - | May 23, 2026 | |
Infernal Survivors In-game content art | Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer. | Mal The Artist | - | May 23, 2026 |