Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
- Creator
- Wow Cool Games
- Reviews
- -
- Added
- Oct 4, 2026
Public Steam disclosure research 25,376 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.
Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay.
Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay.
Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI. Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools. The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game. All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand Some store visuals modified with AI assistance
Generative AI was used to assist in the creation of the game's library logo artwork. No AI-generated content is created during gameplay.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
Generated art for cards. Generated 3d models.
AI was used to help create certain UI elements, capsules, meshes and audio files.
Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services.
Game store page logo and cover art made with ai tools Game menu images made with ai tools
Localization was also done via the help of AI
Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game.
Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay.
Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools
Background and Logo Created AI
Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists.
AI tools were used to assist in the creation of store Assets
Generative AI was used during development to assist with programming and to create some character models, object assets, sound effects, and music.
Generative AI was used to create promotional artwork for the Steam store page and marketing materials.
1% AI, 99% made by me
Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay.
AI tools were used solely to translate the game's text from my native language as accurately as possible.
Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy.
We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
AI has been used to help develop the game's cover art.
Generative AI tools were used to create the game logo and some promotional artwork for the Steam store page. The generated content was reviewed, cropped, edited, and arranged by the developer before publication. The game does not use generative AI to generate content during gameplay.
AI has been used to help develop the game's cover art.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay.
Some of the UI interfaces
In-game text translations were generated with the assistance of AI translation tools.
Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page. These images are promotional illustrations and are a good representation of the in-game visuals.
Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal.
AI was used for Locolization to different languages for better language support.
Generative AI was used to create the Gunstock Buddy logo and Steam library artwork.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Proofreading
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates.
Used on capsule photos
As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI.
Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI.
AI was used to help generate some text and translations. All art, models, and animation are human-made.
Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
InteractiVR uses generative AI during play. The interviewer characters are driven by a large language model that generates their questions, follow up questions and responses live, in response to what the player says and to the job role and experience level the player selects. Player speech is transcribed by automatic speech recognition, and interviewer dialogue is spoken using synthesized voice. The written performance report at the end of a session is also AI generated. The AI is constrained by a system prompt scoped to job interview conversation and to evaluating answers against the STAR method. It does not depict or impersonate real people. Interviewer characters are fictional. The AI evaluates the structure and completeness of a player's answers against the STAR method. It is a practice and training tool and does not make hiring decisions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ray Ray Zombies In-game content art | Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development. | Wow Cool Games | - | Oct 4, 2026 | |
M.A.S.K. Store/marketing art | Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay. | FUNFORCAN GAMES | - | Oct 4, 2026 | |
Night Intake In-game content audioart | Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay. | Black Relay | - | Oct 4, 2026 | |
Stay with me In-game content artaudio | Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI.
Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools.
The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game.
All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation. | Marselok Games | - | Oct 4, 2026 | |
Dice Sort Together: Arcane Hall In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance | Smobu | - | Oct 4, 2026 | |
Achluophobia: Dark Forest Escape Store/marketing art | Generative AI was used to assist in the creation of the game's library logo artwork. No AI-generated content is created during gameplay. | ARTNOVATION | - | Oct 4, 2026 | |
Hold My Cargo In-game content arttextcode | Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services. | Favera Studio | - | Oct 4, 2026 | |
Cauldron Chaos Store/marketing art | Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team. | RavenMark Games | - | Oct 4, 2026 | |
Dark Forest In-game content art | Generated art for cards. Generated 3d models. | Macon Games | - | Oct 4, 2026 | |
Hole Digging Simulator In-game content artaudio | AI was used to help create certain UI elements, capsules, meshes and audio files. | Knights of the Round Hole | - | Oct 3, 2026 | |
The Hollow Servant Store/marketing art | Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services. | 33 Games | - | Oct 3, 2026 | |
Doomlander Store/marketing art | Game store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor games | - | Oct 3, 2026 | |
Tidy Up Frat House In-game content text | Localization was also done via the help of AI | sharkfindev | - | Oct 3, 2026 | |
Lawncrest Mall In-game content art | Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game. | Halfway Home Studios | - | Oct 3, 2026 | |
DEEPER Store/marketing art | Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay. | s4eyo | - | Oct 3, 2026 | |
Dust & Dig In-game content artaudio | Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools | EEE Games | - | Oct 3, 2026 | |
Duck Me Please! Store/marketing art | Background and Logo Created AI | noxg | - | Oct 3, 2026 | |
The Last Curator In-game content text | Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists. | Tilewise | - | Oct 3, 2026 | |
ROCK CORE Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 3, 2026 | |
Security Duty In-game content artaudiocode | Generative AI was used during development to assist with programming and to create some character models, object assets, sound effects, and music. | scarGAMES | - | Oct 3, 2026 | |
THIS HOUSE HATES YOU Store/marketing art | Generative AI was used to create promotional artwork for the Steam store page and marketing materials. | Hyper Lab | - | Oct 3, 2026 | |
Mall Corp Dev only | 1% AI, 99% made by me | tempxxi | - | Oct 3, 2026 | |
Hippocratic Chaos In-game content artaudio | Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay. | Maxilos | - | Oct 3, 2026 | |
Sort Them Eggs In-game content text | AI tools were used solely to translate the game's text from my native language as accurately as possible. | Razzu | - | Oct 3, 2026 | |
Something in the Rows In-game content art | Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy. | Distorted Games Studio | - | Oct 3, 2026 | |
Tidy Up the Halloween Shop In-game content artaudiotext | We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon Games | - | Oct 3, 2026 | |
Alaska Survival Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 3, 2026 | |
Unstoppable Arrow Store/marketing art | Generative AI tools were used to create the game logo and some promotional artwork for the Steam store page. The generated content was reviewed, cropped, edited, and arranged by the developer before publication. The game does not use generative AI to generate content during gameplay. | bloodyice | - | Oct 3, 2026 | |
Shooting Range Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 3, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 | |
Fresh Market Simulator In-game content art | Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay. | GFZ Games | - | Oct 3, 2026 | |
My Dream War Unclear | Some of the UI interfaces | RUIRUI GAMES | - | Oct 3, 2026 | |
Taco Truck Simulator In-game content text | In-game text translations were generated with the assistance of AI translation tools. | Taco Hero Studio | - | Oct 3, 2026 | |
Station 12 In-game content art | Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page.
These images are promotional illustrations and are a good representation of the in-game visuals. | John Kircher | - | Oct 3, 2026 | |
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
Shred Inc. In-game content artaudio | Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service. | Otter Game Forge | - | Oct 3, 2026 | |
Guild Leader: The Hero Behind the Desk general | From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal. | Pigeon Eye Games | - | Oct 3, 2026 | |
MotoBox In-game content text | AI was used for Locolization to different languages for better language support. | Playdemic Games | - | Oct 3, 2026 | |
Gunstock Buddy Store/marketing art | Generative AI was used to create the Gunstock Buddy logo and Steam library artwork. | RageTech | - | Oct 3, 2026 | |
SCREW IT! In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay. | 352 Interactive | - | Oct 3, 2026 | |
How To Hunt text | Proofreading | Northern Games | - | Oct 3, 2026 | |
Podyezd In-game content artaudiotextcode | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | RavenS Software | - | Oct 3, 2026 | |
Unhex In-game content audioart | Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates. | Major Dog Games | - | Oct 3, 2026 | |
Arctic Shop Simulator Store/marketing art | Used on capsule photos | PotDev | - | Oct 3, 2026 | |
Frozen Velocity In-game content art | As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI. | OPPRESSED Game Studios | - | Oct 3, 2026 | |
The Quiet Flat Store/marketing art | Generative AI was used only to create the Steam capsule. The screenshots and the game itself do not contain any content created using generative AI. | Firzy Games | 39 | Oct 3, 2026 | |
Way Too Many Fish! In-game content text | AI was used to help generate some text and translations. All art, models, and animation are human-made. | samyam | - | Oct 2, 2026 | |
Abyss Drifter In-game content artaudio | Store page and marketing: the main capsule art was composed and rendered by the developer from in-game models, with generative AI used to repaint parts of the background (landscape, sky and lighting), then corrected by hand. Some promotional videos use an AI-generated voiceover. | VetusCorvum | - | Oct 2, 2026 | |
Connected Hearts: Vanished Beauty Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Oct 2, 2026 | |
InteractiVR Live AI text | InteractiVR uses generative AI during play. The interviewer characters are driven by a large language model that generates their questions, follow up questions and responses live, in response to what the player says and to the job role and experience level the player selects. Player speech is transcribed by automatic speech recognition, and interviewer dialogue is spoken using synthesized voice. The written performance report at the end of a session is also AI generated.
The AI is constrained by a system prompt scoped to job interview conversation and to evaluating answers against the STAR method. It does not depict or impersonate real people. Interviewer characters are fictional.
The AI evaluates the structure and completeness of a player's answers against the STAR method. It is a practice and training tool and does not make hiring decisions. | Reflections Production | - | Oct 2, 2026 |