Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style.
- Creator
- Wamill
- 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.
Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style.
AI assisted with artwork and animating artwork.
Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat.
Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images.
AI was used in the production of a number of visual assets and the background music.
AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer.
Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer.
This game uses AI to assist in creating some of the games Assets
“Helped finalize the AI game’s code and fix the shapes.”
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
Some translations were assisted by AI-powered tools.
Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools.
icons
We employ AI-enhanced pipelines for the optimization of certain artistic resources.
This game uses generative AI (pre-rendered) in the creation process of the following in-game content: - Character portraits/sprites - Certain image assets such as backgrounds, UI, and items - In-game background music (BGM) All AI-generated materials are not used as-is; they are manually edited, retouched, and adjusted by the developer to ensure they perfectly fit the dark fantasy world of this game.
During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale. Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality. Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes. All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision. This message was partially generated by AI as well. (but not this sentence)
Some background artwork was created with the assistance of AI image generation tools.
Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay.
The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game.
This game used ai for translation assistance.
It is currently being used for generating sound background music and stage images. Other characters and tiles were created directly using pixel art and are not the result of generative AI.
Generative AI is used to empower non-player characters to make decisions, making the world more alive.
The music and sound effects in GardenGrow were created using generative artificial intelligence tools.
AI was used to help with translations and spelling.
As a small-scale indie game project, this title is developed under limited funding and team resources, and currently has no dedicated art staff. Therefore, generative AI has been used in parts of the content creation process to reduce basic production costs and help move development forward. All such content has been manually reviewed and adjusted.
AI used for a couple icons and the music.
This game uses generative AI tools in the creation of character illustrations, event CGs, UI icons, logos, and scripts. No real-time AI generation occurs during gameplay.
Used only to assist with localization and translation. Most outputs were reviewed and edited by humans before release.
Generative AI was used exclusively to assist in creating the promotional cover art (capsule images) for the Steam store page. All in-game assets are human-crafted and contain no AI-generated content.
Some artwork and marketing materials for this game were created with the assistance of generative AI tools.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game. No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand.
AI tools were used for localization (translation and text adjustments) in this game.
Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight.
During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
This game use generative AI as Code Assist
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
Some background images and translations in this game were created using AI.
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
Scrapbot Outpost was created with assistance from AI tools. AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets. Tools used during development include: - OpenAI ChatGPT - Claude Opus - PixelLab.ai All AI-assisted content was selected, reviewed, edited, and integrated by the developement team
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Game assets, including music, images, and code, are generated by AI.
Some of the game's art assets were created with the assistance of generative AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Good Gaijin, Bad Gaijin In-game content art | Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style. | Wamill | - | May 23, 2026 | |
Blessed To Die In-game content art | AI assisted with artwork and animating artwork. | Frame Forge Studios LLC | - | May 23, 2026 | |
BleepWare Incrementals Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience.
Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat. | Beep2Bleep | - | May 23, 2026 | |
Arkhe Store/marketing art | Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images. | STUDIO52 | - | May 23, 2026 | |
Astral Archive In-game content artaudio | AI was used in the production of a number of visual assets and the background music. | Frostice Dev | - | May 23, 2026 | |
Internet Cafe Tycoon In-game content codetext | AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer. | Muzaffer Usta | - | May 23, 2026 | |
piano-BALL Store/marketing art | Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer. | KIM DEA HYEON | - | May 23, 2026 | |
CatBun Idle In-game content art | This game uses AI to assist in creating some of the games Assets | Lone Pixel Studios | - | May 23, 2026 | |
Split Fate Dev only code | “Helped finalize the AI game’s code and fix the shapes.” | Nauron Studio | - | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
Spiretela In-game content text | Some translations were assisted by AI-powered tools. | Shivary Game Studio | - | May 23, 2026 | |
Crownseeker Store/marketing art | Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools. | Jeremy Petersen | - | May 23, 2026 | |
Forest Raid Unclear art | icons | Coding_Anya | - | May 23, 2026 | |
Kuiper Wanderer Dev only art | We employ AI-enhanced pipelines for the optimization of certain artistic resources. | Moonage Games | - | May 23, 2026 | |
理性の境界 ―アイリス― In-game content artaudio | This game uses generative AI (pre-rendered) in the creation process of the following in-game content:
- Character portraits/sprites
- Certain image assets such as backgrounds, UI, and items
- In-game background music (BGM)
All AI-generated materials are not used as-is; they are manually edited, retouched, and adjusted by the developer to ensure they perfectly fit the dark fantasy world of this game. | Guusuya | - | May 23, 2026 | |
MC Chopped's Melee Mayhem In-game content artaudio | During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale.
Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality.
Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes.
All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision.
This message was partially generated by AI as well. (but not this sentence) | Axysyn Interactive | - | May 23, 2026 | |
Epic Idle Quest II Store/marketing art | Some background artwork was created with the assistance of AI image generation tools. | PynkPanther | - | May 23, 2026 | |
Archivist: Protocol Zero In-game content art | Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay. | Opentech OU | - | May 23, 2026 | |
字獄 JIGOKU In-game content audio | The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game. | W4S | - | May 23, 2026 | |
限速20迈 In-game content text | This game used ai for translation assistance. | paperghost | - | May 23, 2026 | |
DAL'T-4 In-game content audioart | It is currently being used for generating sound background music and stage images.
Other characters and tiles were created directly using pixel art and are not the result of generative AI. | Blanc Studio | - | May 23, 2026 | |
Cyber Scouts Live AI text | Generative AI is used to empower non-player characters to make decisions, making the world more alive. | Maxim Solovyev | - | May 23, 2026 | |
GardenGrow In-game content audio | The music and sound effects in GardenGrow were created using generative artificial intelligence tools. | ADIRINK | - | May 23, 2026 | |
CD Market - Music Label Sim In-game content text | AI was used to help with translations and spelling. | Lost Star Games | - | May 23, 2026 | |
放置斩魔录 Unclear art | As a small-scale indie game project, this title is developed under limited funding and team resources, and currently has no dedicated art staff. Therefore, generative AI has been used in parts of the content creation process to reduce basic production costs and help move development forward. All such content has been manually reviewed and adjusted. | 懒人游戏 | - | May 23, 2026 | |
Monster Masher In-game content artaudio | AI used for a couple icons and the music. | TekWiz | - | May 23, 2026 | |
Dereology Chime In-game content arttext | This game uses generative AI tools in the creation of character illustrations, event CGs, UI icons, logos, and scripts. No real-time AI generation occurs during gameplay. | Ryuki Yumeno | - | May 23, 2026 | |
ScreenSaver Idle In-game content text | Used only to assist with localization and translation.
Most outputs were reviewed and edited by humans before release. | mana | - | May 23, 2026 | |
Reborn Arena Store/marketing art | Generative AI was used exclusively to assist in creating the promotional cover art (capsule images) for the Steam store page. All in-game assets are human-crafted and contain no AI-generated content. | GameLabel Studio | - | May 23, 2026 | |
Dungeon Buddy In-game content art | Some artwork and marketing materials for this game were created with the assistance of generative AI tools. | KIM SANG WOOK | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
挂机放置修仙录 In-game content arttext | AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay. | Purple Mansion Games | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
Runeveil: Idle PvP In-game content art | Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game.
No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand. | IMPACT GAMES | - | May 23, 2026 | |
クリッカータクティクス:記憶の断章 In-game content text | AI tools were used for localization (translation and text adjustments) in this game. | R.N.Studio | - | May 23, 2026 | |
Keeb Quest: Typing Battles In-game content arttext | Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight. | J.Man Games | - | May 23, 2026 | |
Farm Harbeest In-game content artaudiocode | During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material. | ShanSi | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
Periodic Lottery Dev only code | This game use generative AI as Code Assist | Libral Games | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 | |
The Last Student : Showa-Era Radio room In-game content arttext | Some background images and translations in this game were created using AI. | ZipanGames | - | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
Neon Planet In-game content artaudiotext | Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer. | Neon Planet Studio | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Scrapbot Outpost In-game content arttextcode | Scrapbot Outpost was created with assistance from AI tools.
AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets.
Tools used during development include:
- OpenAI ChatGPT
- Claude Opus
- PixelLab.ai
All AI-assisted content was selected, reviewed, edited, and integrated by the developement team | Blackboard Studios | - | May 23, 2026 | |
CADDIE In-game content audio | CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course. | Dead Level | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
BULLET GIRL:ZOMBIE DEFENSE In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | May 23, 2026 |