Some prop textures for 3D assets in the game were created with the assistance of AI tools.
- Creator
- Alex X
- 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 prop textures for 3D assets in the game were created with the assistance of AI tools.
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.
Some images are generated using AI.
The steam shop page features some language translations that were generated with the help of DeepL. The game itself does not use any AI generated translations or any other AI generated assets or code.
This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation.
Generative AI was used to create the code for the intelligent agents that are the main character's enemies.
Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish. In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer. All final assets were reviewed, modified, and implemented by the development team.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players.
This app includes pre-generated content created or assisted using generative AI. This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue. All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page. Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay.
Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision.
The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
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.
Generative AI was used to create several pre-generated assets within the game, including: - Environmental assets such as in-game posters. - Character face textures. - Voice-over audio for English and Chinese languages. These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay.
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning. All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer. SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
AI-Assisted Localization
BGM and some game icons will be generated by AI
Prop images,3D models,Background music (BGM)
This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own.
For store art
Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time. The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable. AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems. By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk.
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
The robot is very very early draft to be replaced by our busy lead artist
The game’s store page, character voices, as well as some images and videos are AI-generated.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team.
Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
localization.
Some tiling textures are Ai generated
In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets.
AI was used to localize the user interface to improve player comprehension.
A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay.
AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools.
No AI was used to write the storyline or visual assets in the game. All of it is my own creative work. However, AI was used to assist in the creation of game artwork used for the store page and for helping craft and improve store descriptions.
Chat GPT was used to generate the store art and title screen art.
游戏的自由模式部分交互提供了实时生成的AI文字聊天选项
To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process.
AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed.
The store page capsule images were created with generative AI.
Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime.
This game uses generative artificial intelligence to assist in the localization of in-game and store page text.
AI tools were used to assist with localization and drafting store page descriptions.
It is used for localization.
ADM Team AI Statement: In this project, AI has only been used as a supporting tool in production. We recognize AI as a powerful production support tool, but we will always honour the final human touch and the essential primacy of real-human creativity in everything that we produce: (1) Some textures and artwork were AI assisted, but as with our studio policy, it was creatively altered by human hand throughout the production process before final in-game use. (2) Most of the voice acting is human, but in some cases AI was used due to the specific nature of the characters acted (cyborgs etc.). In this project, all creative ideas and I.P. are the product of real-human origin. Apart from that, some production processes may have been assisted by AI before human alteration for final use.
The images displayed when you clear certain stages are AI-generated.
All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game. Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Tape: Origins In-game content art | Some prop textures for 3D assets in the game were created with the assistance of AI tools. | Alex X | - | 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 | |
Close For The Night Store/marketing art | Some images are generated using AI. | ONLYGAMES S.R.L | - | May 23, 2026 | |
My Necromancer's Library In-game content text | The steam shop page features some language translations that were generated with the help of DeepL.
The game itself does not use any AI generated translations or any other AI generated assets or code. | Obscure Gods | - | May 23, 2026 | |
Dali’s Discovery In-game content art | This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation. | Dali Studios | - | May 23, 2026 | |
Ignition Conscious In-game content code | Generative AI was used to create the code for the intelligent agents that are the main character's enemies. | Rafael Luiz dos Santos (Flaera) | - | May 23, 2026 | |
Pass the Bomb : Runner In-game content artaudio | Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish.
In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer.
All final assets were reviewed, modified, and implemented by the development team. | HOPIN | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
Island of mech 机械岛 In-game content art | AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players. | xhhgames | - | May 23, 2026 | |
Mystic Depths: the Corrupted King In-game content artcode | This app includes pre-generated content created or assisted using generative AI.
This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue.
All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page.
Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay. | François Duchesne | - | May 23, 2026 | |
LABYRISON In-game content arttext | Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision. | Zephbian | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | 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 | |
Rabbits Hunt In-game content artaudio | Generative AI was used to create several pre-generated assets within the game, including:
- Environmental assets such as in-game posters.
- Character face textures.
- Voice-over audio for English and Chinese languages.
These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay. | Usagi Lab | - | May 23, 2026 | |
SkyOs In-game content codetext | Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game. | SkyOS Labs | - | May 23, 2026 | |
Direland In-game content text | AI-Assisted Localization | KAIJIUUUUU | - | May 23, 2026 | |
Falling Up In-game content audioart | BGM and some game icons will be generated by AI | BGamers | - | May 23, 2026 | |
星穹幻想世界 In-game content artaudio | Prop images,3D models,Background music (BGM) | SHI ZHENG DUO | - | May 23, 2026 | |
Exul: Beyond the Gate In-game content art | This game has some Generative AI elements (textures, icons,...) that are mostly placeholders for the time until my artist is able to make our own. | Jaroslav Krninsky | - | May 23, 2026 | |
Hooligan Town Store/marketing art | For store art | DiscoCarGames | - | May 23, 2026 | |
Artificial: Proxy Bar Live AI text | Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time.
The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable.
AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems.
By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk. | HinaGames | - | May 23, 2026 | |
Grass and Cash In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | VirginMage | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
miMIR Dev only art | The robot is very very early draft to be replaced by our busy lead artist | Grojibz | - | May 23, 2026 | |
DormantSeed In-game content audioart | The game’s store page, character voices, as well as some images and videos are AI-generated. | HuaiMingQwQ | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
New Yankee: Jelly Chaos Store/marketing art | AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team. | Alawar Casual | - | May 23, 2026 | |
Griffinblade Dev only | Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content. | Pathlight Studios | - | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
異変駐車場 Unclear text | localization. | Marukereba Studio | - | May 23, 2026 | |
House of Forgotten Souls In-game content art | Some tiling textures are Ai generated | Ian Eastin | - | May 23, 2026 | |
The Hollow In-game content arttext | In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets. | Brenntkopf Development | 18 | May 23, 2026 | |
Drift In-game content text | AI was used to localize the user interface to improve player comprehension. | Shinobi Man | - | May 23, 2026 | |
Refrain: Verse of Fate In-game content art | A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay. | illusorys | - | May 23, 2026 | |
Survivance In-game content art | AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools. | Endless Worlds Studio | - | May 23, 2026 | |
The Forgotten Nightmare Series Store/marketing arttext | No AI was used to write the storyline or visual assets in the game. All of it is my own creative work. However, AI was used to assist in the creation of game artwork used for the store page and for helping craft and improve store descriptions. | Chris Radford | - | May 23, 2026 | |
Dark Room Store/marketing art | Chat GPT was used to generate the store art and title screen art. | 5th Period Games | - | May 23, 2026 | |
请神 Live AI text | 游戏的自由模式部分交互提供了实时生成的AI文字聊天选项 | largeland | - | May 23, 2026 | |
Liminal:Childhood Memories In-game content text | To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process. | Threshold Interactive | - | May 23, 2026 | |
Prophecy Lost Dev only code | AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed. | Games by Yamm | - | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
Arcade Park Islands: Rides & Minigames In-game content artaudio | Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime. | Adem Kaya (Rocky) | - | May 23, 2026 | |
Nightsoil In-game content text | This game uses generative artificial intelligence to assist in the localization of in-game and store page text. | Minuscule Mayhem | 13 | May 23, 2026 | |
Alehundred In-game content text | AI tools were used to assist with localization and drafting store page descriptions. | Alehundred | - | May 23, 2026 | |
ZomeStead In-game content text | It is used for localization. | Nanakusa/Pixel | - | May 23, 2026 | |
Angel Devil Machine - Episode 1: The Princes and the Prototype In-game content artaudio | ADM Team AI Statement:
In this project, AI has only been used as a supporting tool in production. We recognize AI as a powerful production support tool, but we will always honour the final human touch and the essential primacy of real-human creativity in everything that we produce:
(1) Some textures and artwork were AI assisted, but as with our studio policy, it was creatively altered by human hand throughout the production process before final in-game use.
(2) Most of the voice acting is human, but in some cases AI was used due to the specific nature of the characters acted (cyborgs etc.).
In this project, all creative ideas and I.P. are the product of real-human origin. Apart from that, some production processes may have been assisted by AI before human alteration for final use. | Baron Marcus | - | May 23, 2026 | |
Mazemory In-game content art | The images displayed when you clear certain stages are AI-generated. | Ultimate.Games | - | May 23, 2026 | |
Void Cargo: Equilibrium In-game content arttext | All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game.
Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets. | Hammer&Hammer | - | May 23, 2026 |