some page pictures are made with the help of ai.
- Creator
- wiltchamberian
- 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 page pictures are made with the help of ai.
We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency.
Translation provided by AI. The promotional images in the store are designed by humans and enhanced with AI.
It has only been used in localization and specific visual references
AI tools to assist with programming and coding. Store page copy localised by human translators. Polished with AI tools.
Some character images in the game and promotional material are generated by AI.
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.
Sound-tracks were created with the assistance of diffusion generation.
some concept art was adapted from ai prompts
The English localization of this game was developed with the assistance of AI translation tools.
Artificial intelligence tools were used during certain stages of the development of The Letter as supportive tools to assist the creative process. AI was primarily utilized for concept ideation, early visual references, and iterative design exploration. These tools helped accelerate prototyping, generate visual inspiration, and assist with writing drafts during early development phases. However, all core gameplay systems, narrative design, environmental storytelling, and final artistic direction were created, reviewed, and curated by the developer. AI tools were used as creative assistants rather than autonomous content generators, ensuring that the final experience remains a carefully crafted and human-directed project.
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic.
Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me
AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне
The soundtrack/music was made with Suno Pro. Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds. The sprites were made with Dall-E.
Use AI to help with translation
Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime.
That's right, in an era dominated by AI, all the art assets in this game are generated by AI, including the store page, capsule images, UI, and so on. But rest assured, all the materials were generated using my own AI subscription, belong to me, and there is proof on the official AI website.
Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created. Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also.
A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality.
AI-assisted creation of graphics AI-assisted creation of music AI-assisted localization
We are utilizing generative AI to speed up repetitive tasks in some resource workflows, such as UV Unwrapping .
The game uses ai for some assets in the game.
During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced.
Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay.
As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use.
Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. Here is exactly how we utilized generative AI in our game: • We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist. • The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team. • Certain voice-over (VO) lines were generated using AI.
Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations.
A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
Generative AI (LLMs and Image Generation AI) was used in the following development processes: Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.). Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI.
Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer.
This game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets.
AI is used for translation purposes only. It has not been used in any way for graphics, 3D models, or other assets.
Card art Images and Hero Portraits & Items
The achievements and images shown on the store page were generated or modified using AI
Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer.
Generative AI art is used as placeholder content until the game is further developed.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
Some images are generated using AI.
AI Disclosure: Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content.
Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay.
Some graphical assets are AI-assisted
Grid Grind was created 100% using Cursor Ai for code.
Some menu visuals were created using AI tools and refined by the developer.
GreenMars: Expedition 744 is a solo-led independent project. Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors. The game does not use generative AI during gameplay.
Some Steam cover arts were created using AI tools and edited by artists.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Prisoner-7 Store/marketing art | some page pictures are made with the help of ai. | wiltchamberian | - | May 23, 2026 | |
Idle Ai Factory In-game content text | We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency. | Kabreet Games | - | May 23, 2026 | |
Kart Soccer Party Store/marketing art | Translation provided by AI. The promotional images in the store are designed by humans and enhanced with AI. | YogurtGames | - | 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 | |
Zombie Shooter Store/marketing codetext | AI tools to assist with programming and coding.
Store page copy localised by human translators. Polished with AI tools. | CLARIDGE GAMES | - | May 23, 2026 | |
星岛之梦 In-game content art | Some character images in the game and promotional material are generated by AI. | Sumeru Technology | - | 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 | |
PyroKite In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Splash monsters 1+2 Store/marketing art | some concept art was adapted from ai prompts | Penguinguy0001 | - | 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 | |
The Letter In-game content arttext | Artificial intelligence tools were used during certain stages of the development of The Letter as supportive tools to assist the creative process. AI was primarily utilized for concept ideation, early visual references, and iterative design exploration.
These tools helped accelerate prototyping, generate visual inspiration, and assist with writing drafts during early development phases. However, all core gameplay systems, narrative design, environmental storytelling, and final artistic direction were created, reviewed, and curated by the developer.
AI tools were used as creative assistants rather than autonomous content generators, ensuring that the final experience remains a carefully crafted and human-directed project. | SHepic Studios | - | 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 | |
KeyFortress In-game content art | Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic. | Daisen | 12 | May 23, 2026 | |
Tide Fall In-game content art | Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me | Lone Badger Studio | - | May 23, 2026 | |
WarVara In-game content arttext | AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне | One-Eyed Fox Studio | - | May 23, 2026 | |
KungPaw In-game content audioart | The soundtrack/music was made with Suno Pro.
Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds.
The sprites were made with Dall-E. | Mulanoz | - | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
Run! And Don't Stop In-game content art | Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime. | Crimson Monolith Studios | - | May 23, 2026 | |
Mystery Cube: Black Dragon Jarl Store/marketing art | That's right, in an era dominated by AI, all the art assets in this game are generated by AI, including the store page, capsule images, UI, and so on. But rest assured, all the materials were generated using my own AI subscription, belong to me, and there is proof on the official AI website. | homallen | 15 | May 23, 2026 | |
Alchemy Survivors Live AI arttext | Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created.
Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also. | Andrew Brown | 19 | May 23, 2026 | |
The Outcast Bloom In-game content art | A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality. | SteelSnakes Studios | - | May 23, 2026 | |
RINO RUSH In-game content artaudiotext | AI-assisted creation of graphics
AI-assisted creation of music
AI-assisted localization | AHU Entertainment | 46 | May 23, 2026 | |
Touhou Brawl Dev only | We are utilizing generative AI to speed up repetitive tasks in some resource workflows, such as UV Unwrapping . | FIVE DUCK GAMES | - | May 23, 2026 | |
SlidefyingBadaBoom Penguin through a Slipstream: Rise of the Penguins 3 In-game content | The game uses ai for some assets in the game. | Bill Woo | - | May 23, 2026 | |
Grim Pulse: The First Blood In-game content audiotext | During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced. | Grim Pulse Studio | - | May 23, 2026 | |
Ionhaven: Battery Heist In-game content artaudio | Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay. | NullFusion | - | May 23, 2026 | |
Stewart The Fox: Swing it! In-game content audio | As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use. | DeadEagle | - | May 23, 2026 | |
Cosmo Crush Store/marketing art | Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer. | Zi-Zi | - | May 23, 2026 | |
The Pirate: Republic of Nassau In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget.
Here is exactly how we utilized generative AI in our game:
• We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist.
• The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team.
• Certain voice-over (VO) lines were generated using AI. | Home Net Games | 23 | May 23, 2026 | |
Ashes of Torment In-game content art | Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations. | Frostfire Entertainment | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Super Station Swarm In-game content audio | Primary audio soundtrack developed with Suno. Some effects using elevenlabs. | Alan OSullivan | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
HOLER! In-game content textart | Generative AI (LLMs and Image Generation AI) was used in the following development processes:
Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.).
Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI. | TANAKA TARO | - | May 23, 2026 | |
Blow The Cover In-game content art | Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer. | Tushar Inani | - | May 23, 2026 | |
Sovereign Strike: Submarine Supremacy Store/marketing textaudio | This game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets. | Pepper Games | - | May 23, 2026 | |
Daydream Drifters In-game content text | AI is used for translation purposes only.
It has not been used in any way for graphics, 3D models, or other assets. | loloop | - | May 23, 2026 | |
Spire of Ash In-game content art | Card art Images and Hero Portraits & Items | Aaron Lilla | 120 | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Egg Hunter In-game content art | Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer. | Feldt Games | - | May 23, 2026 | |
Cheffed In-game content art | Generative AI art is used as placeholder content until the game is further developed. | Phalistafer | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
Close For The Night Store/marketing art | Some images are generated using AI. | ONLYGAMES S.R.L | - | May 23, 2026 | |
Demon Castle Survivor In-game content art | AI Disclosure:
Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content. | Retired Dev | - | May 23, 2026 | |
Void Light In-game content artaudio | Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay. | Level 3 Dev | - | May 23, 2026 | |
Incremental Stand In-game content art | Some graphical assets are AI-assisted | Huhi Games | - | May 23, 2026 | |
Grid Grind Dev only code | Grid Grind was created 100% using Cursor Ai for code. | End Boss Games LLC | - | May 23, 2026 | |
Grandpa's House In-game content art | Some menu visuals were created using AI tools and refined by the developer. | Fersel Studio | - | May 23, 2026 | |
GreenMars: Expedition 744 In-game content art | GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay. | 744 Interactive | - | May 23, 2026 | |
Ram Fights Store/marketing art | Some Steam cover arts were created using AI tools and edited by artists. | Doomers Entertainment | - | May 23, 2026 |