Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
- Creator
- Cray8eve Games
- Reviews
- -
- Added
- Sep 18, 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 questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
Artificial Intelligence was used in the programming process and creation of Steam store assets.
Generative AI was used to assist in creating some of the game’s art assets, including character portraits and illustrations, as well as background music. These assets were modified by the developer before being incorporated into the game.
Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team.
This game was created with the assistance of AI tools in several areas of development. Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production. Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts. Programming: AI-assisted tools were used during development to help with coding and implementation. All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Some of the image and audio assets were created with the help of generative AI. All final design adjustments and processing were done by hand by the developer.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service.
This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay.
Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use. All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game.
Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service.
The artwork in the game includes pieces generated by AI.
Generative AI tools were used during development to assist with the creation and iteration of certain visual assets, artwork, and promotional/store materials for Magic Cursor. AI tools were also used as development assistance for portions of the code. All final content was reviewed, selected, edited where necessary, and integrated by the developer. No AI-generated content is created while the application is running.
In this project, we are using generative AI to brainstorm ideas for character designs and to localize text.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
AI was used mainly for localization and for drafting written content, which the developer reviewed and edited. No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas. There is no run-time AI in the shipped product - nothing is generated on the player's machine.
Helped with some art
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Store Logos and in Game sound assets AI generated.
Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime.
本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
This game uses some generative artificial intelligence images
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
Some icons, sounds and translations were created with AI.
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design. The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
AI tools were used to assist with localization
Covers and in game movie posters are made with AI.
The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards. Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person. Nothing is generated while you play. All of it ships with the game, finished and fixed.
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
Part of the assets on the store page have been optimized with AI.
The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game.
Open AI Codex was used to generate the images, code and much of the text of the game.
Game covers are made with AI
Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music.
All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
This game makes use of generative AI as part of its creation process of art and localization.
SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release.
Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights.
Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
AI is used in early visual concept explorations for certain environments. Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
only for marketing images, the assets are from real artist 2d animations, updated with coloring to have variation.
Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dinosaur Quiz Trivia - Prehistoric Brain Challenge In-game content textart | Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets. | Cray8eve Games | - | Sep 18, 2026 | |
Minefield Mayhem Store/marketing codeart | Artificial Intelligence was used in the programming process and creation of Steam store assets. | David Allendorfer | - | Sep 18, 2026 | |
Stock Baron In-game content artaudio | Generative AI was used to assist in creating some of the game’s art assets, including character portraits and illustrations, as well as background music. These assets were modified by the developer before being incorporated into the game. | Recursive Studio | - | Sep 18, 2026 | |
GARAKEI | ガラケー general | Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team. | SATEKI GAMES | - | Sep 18, 2026 | |
YumeGirl In-game content artaudiocode | This game was created with the assistance of AI tools in several areas of development.
Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production.
Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts.
Programming: AI-assisted tools were used during development to help with coding and implementation.
All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process. | NotABear | - | Sep 18, 2026 | |
PowerPitch In-game content artaudiotext | Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials. | knighttimenow | - | Sep 18, 2026 | |
絶望ショッピング ZETSUBO SHOPPING In-game content artaudio | Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer. | ShintoWorks | - | Sep 18, 2026 | |
LOVE COMPANY: A Romance Escape In-game content artaudio | Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay. | jbdjgames | - | Sep 18, 2026 | |
SHADOW OF THE KINGDOM In-game content art | Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service. | OCG K studio | - | Sep 18, 2026 | |
Feltfall In-game content artcode | Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service. | Yamaneko Works, K. K. | - | Sep 18, 2026 | |
Fantasia Sango In-game content artaudiotextcode | This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay. | YOU SHUAI | - | Sep 18, 2026 | |
Ping Pong Attack: Return of the Pong In-game content audioart | Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use.
All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game. | Tedesen Games | - | Sep 18, 2026 | |
Silicon Empire: Chip Tycoon Store/marketing art | Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service. | Ringare | - | Sep 18, 2026 | |
Minesweeper Scapes In-game content art | The artwork in the game includes pieces generated by AI. | 16F | - | Sep 18, 2026 | |
Magic Cursor Store/marketing artcode | Generative AI tools were used during development to assist with the creation and iteration of certain visual assets, artwork, and promotional/store materials for Magic Cursor. AI tools were also used as development assistance for portions of the code. All final content was reviewed, selected, edited where necessary, and integrated by the developer. No AI-generated content is created while the application is running. | Magic Cursor | - | Sep 18, 2026 | |
贋作・掟の門(習作) Dev only text | In this project, we are using generative AI to brainstorm ideas for character designs and to localize text. | ILCA, Inc. | - | Sep 18, 2026 | |
Code Grid In-game content artaudiotext | Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted. | NanQi | - | Sep 18, 2026 | |
Lordum Bizi Kurtar! In-game content artaudio | Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay. | Ahmet Cenk Arslan | - | Sep 18, 2026 | |
Glintwave In-game content arttext | Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review. | Karmikal Apps | - | Sep 18, 2026 | |
Overdepth In-game content textartaudio | AI was used mainly for localization and for drafting written content, which the developer reviewed and edited.
No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas.
There is no run-time AI in the shipped product - nothing is generated on the player's machine. | Artur Matsuk | - | Sep 18, 2026 | |
Horror Stories: Social Problems Unclear art | Helped with some art | YarFunnyStar | - | Sep 18, 2026 | |
Arcane Eclipse: Survivors Store/marketing art | We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay. | Levivi | - | Sep 18, 2026 | |
Scrapyard Survivors In-game content artaudio | Store Logos and in Game sound assets AI generated. | Panimu | - | Sep 18, 2026 | |
电子绿植 In-game content art | Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime. | Jump into the waterfall | - | Sep 18, 2026 | |
Boundary Cage In-game content art | 本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。 | 夜栖鹤 | - | Sep 18, 2026 | |
Lost Gaijin Live AI artaudiotext | Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs. | Ten Turtle Games | - | Sep 18, 2026 | |
Chicken Siege Unclear art | This game uses some generative artificial intelligence images | IDB Productions | - | Sep 18, 2026 | |
Tokyo Canvas In-game content audioart | Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service. | kiarina | - | Sep 18, 2026 | |
Atomic Hockey In-game content artaudiotext | Some icons, sounds and translations were created with AI. | Purple Dragon Studios | - | Sep 18, 2026 | |
The Fallen Kingdom In-game content art | Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding | Hellfire Studio | - | Sep 18, 2026 | |
Before Six In-game content text | AI tools were used to assist with localization | Tou Games | - | Sep 18, 2026 | |
TV Station Tycoon In-game content art | Covers and in game movie posters are made with AI. | Tycoon Managers | - | Sep 18, 2026 | |
Miners Cat Revolution In-game content arttext | The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards.
Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person.
Nothing is generated while you play. All of it ships with the game, finished and fixed. | Igris | - | Sep 18, 2026 | |
Tessera In-game content artaudio | Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Sep 18, 2026 | |
散人大极品 Store/marketing art | Part of the assets on the store page have been optimized with AI. | 散人大极品 | - | Sep 18, 2026 | |
Pixel Ping Pong In-game content arttext | The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game. | Butterstick Games | - | Sep 18, 2026 | |
Soul In-game content arttextcode | Open AI Codex was used to generate the images, code and much of the text of the game. | Stavros Aeneas Kokkineas | - | Sep 18, 2026 | |
Goalcrest: Club Management Tycoon Store/marketing art | Game covers are made with AI | Tycoon Managers | - | Sep 18, 2026 | |
Greedings In-game content artaudio | Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music. | FatCatS | - | Sep 18, 2026 | |
Save Game: Tidy Videogame Supermarket In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | ODIUS | - | Sep 18, 2026 | |
One More Sin In-game content arttext | This game makes use of generative AI as part of its creation process of art and localization. | Robo Goat | - | Sep 18, 2026 | |
SignalLost Store/marketing art | SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release. | Dr. Wang | - | Sep 18, 2026 | |
Slimefall In-game content codeart | Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights. | Funny Turtle Games | - | Sep 18, 2026 | |
Factory Shift In-game content artcodetext | Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players. | Xishun Studio | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
To Rule... Bavarin In-game content art | There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated. | Andy House | - | Sep 18, 2026 | |
Whisper in the Halls In-game content art | AI is used in early visual concept explorations for certain environments.
Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care. | FreakGang Interactive | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Kotamas Store/marketing art | only for marketing images, the assets are from real artist 2d animations, updated with coloring to have variation. | Nalora Studio | - | Sep 18, 2026 | |
Mythopolis Store/marketing art | Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime. | Ridvan Dursun | - | Sep 18, 2026 |