We use AI to make programmatic rendering to adapt graphics. We also use to do augmentation or transformation to adapt existing arts.
- Creator
- kitkatmarty
- Reviews
- -
- Added
- Jul 23, 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.
We use AI to make programmatic rendering to adapt graphics. We also use to do augmentation or transformation to adapt existing arts.
Generative AI tools were used to assist with text translation and localization. All final materials undergo manual review and editing.
游戏的部分美术资源使用了生成式人工智能
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life.
No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of.
Part of the store page assets were enhanced with AI tools.
Some store and marketing artwork (capsule/header images) was created with AI image tools and then reviewed and edited by the developer. Some in-game commander avatars were also AI-assisted. The game does not generate any AI content live during play.
World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both. During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files: Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio. 3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D). Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated. Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
The advertising images on some store pages and the background images in games are generated by AI
AI tools are used to assist in development, including code, writing, art, and sound effects
AI translation for several language
部分商店素材包含AI生成元素
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
仅用于辅助宣传素材的创作
I've used AI for code, and to generate some 2D & 3D assets. I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it. I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling. You couldn't "prompt" a game like this. I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
本遊戲某些美術圖片以AI生成,散請留意。
AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand. We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work.
Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game.
Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction.
Artificial intelligence was used to create textures in the game.
Generative AI was used to assist with some images, sound effects, music, and translations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
AI was used to assist on coding and to create some of the pictures and text descriptions used.
AI is used as an assistant to help build you city and can build its own city to help build World economy.
Galaxor uses generative AI tools to support the creation and revision of selected visual content, including icons, artwork, banners, store graphics and marketing materials. Generated content is reviewed, selected and, where necessary, manually adjusted before being used in the game or on the store page. No live-generated AI content is created during gameplay.
AI-generated art objects
Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development. All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game.
Some NPC images used AI-generated images.
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
AI Generated Content Disclosure Pre-generated AI: "Artificial intelligence tools were utilized during the development process to generate initial 3D character assets and models. Following the generation, our development team extensively refined the textures, customized the coloring, and completely performed the rigging and weight painting manually."
I've used Claude Code for everything
Some promotional art assets and in-game artwork were created with the assistance of AI image generation tools. All AI-generated output was reviewed, edited, and curated by the development team before inclusion.
AI was used solely for the production of certain promotional materials.
Background elements are created using AI
Everything is AI generated... I built my own Agentic AI harness, and then used it to build this game (as well as generating images, soundtrack, and 1000s of lines of text content etc)... I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
AI has been used to generate the artwork and imagery for this game.
Localization, images and some 3d models
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
Generating some sounds and game icons
We use AI tools to create some game assets, mainly for promotion and marketing.
As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game. These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows.
Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play.
Some game artwork and visual assets were created with the assistance of generative AI tools during development.
本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。
Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play. We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led. The game does not run any AI or collect player data during gameplay.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
Item icons, some marketing materials
Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay.
Images GPT-2
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
monsterion In-game content art | We use AI to make programmatic rendering to adapt graphics. We also use to do augmentation or transformation to adapt existing arts. | kitkatmarty | - | Jul 23, 2026 | |
1000km In-game content text | Generative AI tools were used to assist with text translation and localization.
All final materials undergo manual review and editing. | Artem Breineng | - | Jul 23, 2026 | |
同城游美女捕鱼 In-game content art | 游戏的部分美术资源使用了生成式人工智能 | 浙江畅唐网络股份有限公司 | - | Jul 23, 2026 | |
WyrmGate In-game content art | All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime. | Evgeny Popov | - | Jul 23, 2026 | |
生死狙击:无限 In-game content art | Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material. | Wizard Games | 205 | Jul 23, 2026 | |
Legion Hunters In-game content artcode | The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life. | LegionH | - | Jul 22, 2026 | |
No Witnesses Store/marketing art | No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of. | Pink Thorn Games | - | Jul 22, 2026 | |
夯犇绿色传奇 Store/marketing art | Part of the store page assets were enhanced with AI tools. | 夯犇绿色传奇 | 28 | Jul 22, 2026 | |
RTS Outpost In-game content art | Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play. | Murat Yucel | - | Jul 22, 2026 | |
World of ClaudeCraft In-game content audioartcode | World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result. | Levy Street Games | - | Jul 22, 2026 | |
Cloud Atlas Store/marketing art | The advertising images on some store pages and the background images in games are generated by AI | Summer Games | - | Jul 22, 2026 | |
Idle Fleet In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Jul 20, 2026 | |
Super Football Arena In-game content text | AI translation for several language | indigo game production | - | Jul 18, 2026 | |
长生仙途 Store/marketing art | 部分商店素材包含AI生成元素 | May Game | 21 | Jul 18, 2026 | |
Veyrasol In-game content arttext | Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play. | Suleyman Ozcan | - | Jul 17, 2026 | |
霸业封神传奇 Store/marketing art | 仅用于辅助宣传素材的创作 | 霸业封神传奇 | - | Jul 17, 2026 | |
Archonia: The Neon City In-game content artcode | I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss! | Don Flamingo Jr | - | Jul 17, 2026 | |
水滸歷險Online:重生 Store/marketing art | 本遊戲某些美術圖片以AI生成,散請留意。 | Hong Kong Gamestar Limited | - | Jul 17, 2026 | |
Cooking Cave In-game content text | AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand.
We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work. | RawDex | - | Jul 16, 2026 | |
I'm Just a Wall Dev only code | Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game. | Salt&Vinegar | - | Jul 15, 2026 | |
3DMOBA In-game content arttext | Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction. | LEI LIU | - | Jul 15, 2026 | |
Crew Up In-game content art | Artificial intelligence was used to create textures in the game. | Kavunovskiy | - | Jul 15, 2026 | |
Unicycle Journey In-game content artaudiotext | Generative AI was used to assist with some images, sound effects, music, and translations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. | JovakGames | - | Jul 11, 2026 | |
Razor Trail Survivors In-game content arttext | AI was used to assist on coding and to create some of the pictures and text descriptions used. | RH Portugal | - | Jul 11, 2026 | |
Oblivions Garden Live AI text | AI is used as an assistant to help build you city and can build its own city to help build World economy. | RetroHubAI, Inc. | - | Jul 11, 2026 | |
Galaxor In-game content art | Galaxor uses generative AI tools to support the creation and revision of selected visual content, including icons, artwork, banners, store graphics and marketing materials. Generated content is reviewed, selected and, where necessary, manually adjusted before being used in the game or on the store page. No live-generated AI content is created during gameplay. | MyVLife | - | Jul 11, 2026 | |
HeadOn - Body Cam Shooter Game In-game content art | AI-generated art objects | INSTAMARKETING & GAME | - | Jul 9, 2026 | |
Hordes Of War In-game content art | Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development.
All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game. | Brent Spicer | - | Jul 8, 2026 | |
Conquest of Empires 3 In-game content art | Some NPC images used AI-generated images. | Suzhou Snail Digital Technology Co.,Ltd | - | Jul 8, 2026 | |
Organized Chaos In-game content art | Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs. | Alena Mangusheva | - | Jul 7, 2026 | |
Weaposy In-game content art | AI Generated Content Disclosure
Pre-generated AI:
"Artificial intelligence tools were utilized during the development process to generate initial 3D character assets and models. Following the generation, our development team extensively refined the textures, customized the coloring, and completely performed the rigging and weight painting manually." | Arnon S. | - | Jul 5, 2026 | |
0N35H07 Dev only codeartaudiotext | I've used Claude Code for everything | watooh | - | Jul 4, 2026 | |
Zerion: Infinite Space art | Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion. | Gilberto Avalos | - | Jul 3, 2026 | |
三国群英传之英雄传奇 Store/marketing art | AI was used solely for the production of certain promotional materials. | 三国群英传之英雄传奇 | - | Jul 3, 2026 | |
Even In-game content art | Background elements are created using AI | Even | - | Jul 3, 2026 | |
Gods Shall Tremble In-game content artaudiotext | Everything is AI generated... I built my own Agentic AI harness, and then used it to build this game (as well as generating images, soundtrack, and 1000s of lines of text content etc)... I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it. | Daniel Olver | - | Jul 3, 2026 | |
InfiniteConflict In-game content art | AI has been used to generate the artwork and imagery for this game. | Muffinman | - | Jul 2, 2026 | |
Debris Zone In-game content arttext | Localization, images and some 3d models | TWARE | - | Jul 2, 2026 | |
EVE Vanguard In-game content audiotext | EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers. | Fenris Creations | - | Jul 2, 2026 | |
Post-Soviet Bus Simulator In-game content audioart | Generating some sounds and game icons | Gray Synapse | - | Jul 2, 2026 | |
龙王传奇 Store/marketing art | We use AI tools to create some game assets, mainly for promotion and marketing. | 龙王传奇 | - | Jul 1, 2026 | |
Manala In-game content art | As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game.
These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows. | Kilbirivi | - | Jun 30, 2026 | |
황구 키우기 In-game content arttext | Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play. | NION | - | Jun 30, 2026 | |
Fantasyforyou In-game content art | Some game artwork and visual assets were created with the assistance of generative AI tools during development. | GNISoft Co.,Ltd. | - | Jun 30, 2026 | |
女神:守護之約(Norn Saber : The Guardian's Oath) In-game content art | 本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。 | Chinesegamer | - | Jun 30, 2026 | |
FrontierCraft In-game content audiocode | Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay. | Innershed | - | Jun 29, 2026 | |
ChronosGuessr In-game content art | The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules. | Byteforge | - | Jun 29, 2026 | |
Valhalla Reborn In-game content art | Item icons, some marketing materials | Scandinavia & Co | - | Jun 28, 2026 | |
Vanya Online - Idle MMORPG Store/marketing arttext | Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay. | Demona Vosz | 73 | Jun 28, 2026 | |
SKINSHIFT TOGETHER Unclear text | Images GPT-2 | SKINSHIFT | - | Jun 28, 2026 |