Some images were generated using AI
- Creator
- RoniN Studio
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,512 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some images were generated using AI
Part of visual make with AI
To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback.
Logo generation
The development of VISE was assisted by AI
In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process.
仅有部分背景(用PS木刻效果转换的图片除外)使用AI软件制作。
The only use of AI has been to translate the game subtitles and menus. The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages.
This game uses AI to generate some images.
This game contains some AI-generated art and sound assets used during gameplay.
Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay.
The steam capsule artwork.
This game includes pre-generated AI-assisted content created during development, including portions of visual art, audio, and code. All final in-game content has been reviewed, edited, curated, and integrated by the developer. The game does not use live-generated AI during gameplay and does not connect to external AI services.
Generative AI may be used to assist with promotional store artwork and marketing assets. Gameplay screenshots are captured from the actual game. The game does not use live generative AI to create player-facing gameplay content.
AI-assisted tools were used to help with some in-game translations.
The developers describe how their game uses AI Generated Content like this: During the development process, I may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of myself.
Some visual assets, promotional images, and store page materials may include AI-assisted generated elements that were further edited and refined by the development team. AI is not used to generate gameplay, player interactions, or real-time in-game content.
As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork. All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process. No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game.
Some Assets(Character, Story, UI, etc) are made by AI Agent.
Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations.
Some in-game art assets were created with AI assistance.
AI tools were used during the localization process and then manually reviewed by a human. All in-game and promotional art was authored by a person and not made with generative AI.
Some background illustrations were created with generative AI and edited/selected by the developer.
AI generates a few images and icons, reviewed manually.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
AI-generated content is used in the backgrounds and in-game images of this title.
Placeholder Graphics, Code
Some visual assets, promotional materials, and portions of development assistance for Word Rift were created with the help of generative AI tools under the direction and supervision of the developer.
Game uses AI generated art and music.
AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team.
Some voice overs or 2d artwork has been generated with the assistance of AI.
Some Steam community assets were created or refined with the assistance of generative AI.
This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
Generative AI was used to generate store page design assets.
AI is used to speed up the prototyping process. All final content is being made manually.
As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game.
Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself.
Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us.
The sounds in the game are played based on code generated by AI.
AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used.
Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools.
All images in the game, as well as on the store page, were generated using AI.
There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation. Several other uses are planned, including localization. AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
Some Steam store marketing icons or images were created or assisted with generative AI
The game to contain art assets generated by artificial intelligence
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dev Life: Tap & Code Unclear art | Some images were generated using AI | RoniN Studio | - | Jun 3, 2026 | |
Fox Two Protocol In-game content art | Part of visual make with AI | D.Z.Robo Game | - | Jun 3, 2026 | |
AbsurDock In-game content text | To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback. | Phased Array Studios | - | Jun 3, 2026 | |
The Few Store/marketing art | Logo generation | Indub | - | Jun 3, 2026 | |
VISE Dev only | The development of VISE was assisted by AI | Nik's Games | - | Jun 3, 2026 | |
Boardcraft: Crokinole In-game content audio | In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process. | Boardcraft Studios | - | Jun 3, 2026 | |
寻味记 In-game content art | 仅有部分背景(用PS木刻效果转换的图片除外)使用AI软件制作。 | Gujiu-郁居 | - | Jun 3, 2026 | |
Uncle Otto's Mansion In-game content text | The only use of AI has been to translate the game subtitles and menus.
The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages. | Henano | 33 | Jun 3, 2026 | |
Anomalous Object In-game content art | This game uses AI to generate some images. | AIXLAB | - | Jun 3, 2026 | |
Jesus Saves In-game content artaudio | This game contains some AI-generated art and sound assets used during gameplay. | Humble Servant Games | - | Jun 3, 2026 | |
Mall Simulator Together In-game content arttext | Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay. | MSTA.Dev | - | Jun 3, 2026 | |
Watch and Whisper Store/marketing art | The steam capsule artwork. | Binary Lunar | - | Jun 3, 2026 | |
Time Collage: Focus Puzzle In-game content artaudiocode | This game includes pre-generated AI-assisted content created during development, including portions of visual art, audio, and code. All final in-game content has been reviewed, edited, curated, and integrated by the developer. The game does not use live-generated AI during gameplay and does not connect to external AI services. | 止焉工作室 / ZhiYanStudio | - | Jun 3, 2026 | |
TCG World In-game content art | Generative AI may be used to assist with promotional store artwork and marketing assets. Gameplay screenshots are captured from the actual game. The game does not use live generative AI to create player-facing gameplay content. | TCG World US, INC. | - | Jun 3, 2026 | |
Rush Hour Relay In-game content text | AI-assisted tools were used to help with some in-game translations. | Third Watch Games | - | Jun 3, 2026 | |
Tidepool Dev only | The developers describe how their game uses AI Generated Content like this:
During the development process, I may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of myself. | Breaker Game Studios | - | Jun 3, 2026 | |
Isolation Instinct: Farming, Craft, Survival Store/marketing art | Some visual assets, promotional images, and store page materials may include AI-assisted generated elements that were further edited and refined by the development team. AI is not used to generate gameplay, player interactions, or real-time in-game content. | 404 GAMES | - | Jun 3, 2026 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
Eldara In-game content art | The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing. | Eldara Games | 212 | Jun 3, 2026 | |
Engine Tales : Oblivious World Dev only | The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game. | 2percentstudio | - | Jun 3, 2026 | |
Lastgirl Survivor In-game content arttext | Some Assets(Character, Story, UI, etc) are made by AI Agent. | DDMINI | - | Jun 3, 2026 | |
The Last Ember Dev only | Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations. | River Ridge Studios | - | Jun 3, 2026 | |
灵田纪 In-game content art | Some in-game art assets were created with AI assistance. | Octa.C | - | Jun 3, 2026 | |
Litmustest In-game content text | AI tools were used during the localization process and then manually reviewed by a human.
All in-game and promotional art was authored by a person and not made with generative AI. | Underwater Castle Inc. | - | Jun 3, 2026 | |
NZ78 In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 3, 2026 | |
A Game About Getting Bigger In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
因習村2200 In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Jun 3, 2026 | |
World Tree Defender - Seedling of Yggdrasil Unclear | Placeholder Graphics, Code | ISC-Avalanche | - | Jun 3, 2026 | |
Word Rift Store/marketing art | Some visual assets, promotional materials, and portions of development assistance for Word Rift were created with the help of generative AI tools under the direction and supervision of the developer. | JMHop | - | Jun 3, 2026 | |
Stella: into the Shadow In-game content artaudio | Game uses AI generated art and music. | Shadow games | - | Jun 3, 2026 | |
Tomb Raider: Legacy of Atlantis Dev only arttext | AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team. | Crystal Dynamics | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Coffee Please Store/marketing art | Some Steam community assets were created or refined with the assistance of generative AI. | Nepix | 81 | Jun 3, 2026 | |
KUMANO In-game content artaudio | This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms. | moly | - | May 23, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Vibe Idler Store/marketing art | Generative AI was used to generate store page design assets. | Area Denial | - | May 23, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Dungeon Dash: Relic Of Binding In-game content art | As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game. | Jeff Anderson | - | May 23, 2026 | |
Shell Inside Store/marketing art | Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself. | Lavanda Studio | - | May 23, 2026 | |
Busy Bar - World Tour Unclear art | Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us. | Flarewing Studios | - | May 23, 2026 | |
BIOTONE In-game content audiocode | The sounds in the game are played based on code generated by AI. | KAYAC Inc. | - | May 23, 2026 | |
REDLINE — Strings of Fate In-game content textcode | AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used. | Moteru Games | - | May 23, 2026 | |
Labyrinth A Way Out In-game content art | Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools. | JS Games | - | May 23, 2026 | |
Velvet Emergency Store/marketing art | All images in the game, as well as on the store page, were generated using AI. | KalendulaGames | - | May 23, 2026 | |
HullRats Live AI textcodeart | There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation.
Several other uses are planned, including localization.
AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date. | Dan Danciu | - | May 23, 2026 | |
EverestBaseCamp Store/marketing art | Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content. | darkrio Studio | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Horse Spirit Valley In-game content art | Some Steam store marketing icons or images were created or assisted with generative AI | Antique Box Studio | - | May 23, 2026 | |
NEUROSLOP In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | 13 | May 23, 2026 |