Vertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
- Creator
- Threshold Games
- Reviews
- -
- Added
- May 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.
Vertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
A part of the background and scenes. Some elements of the user interface.
The music featured in the trailer was composed using generative AI tools. Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
AI was used to make the paint streaks in the main menu and pause menu.
Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings.
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
all portrait photos were ai generated
Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery. All assets are individually selected and refined to ensure visual consistency within the game world. This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation. As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0).
Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms.
This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements. All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game.
AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play.
Luminara: The Second Dawn was created by a solo developer with the help of AI tools to bring the game to life. Every piece of content—art, music, story, and code—has been personally reviewed, curated, and directed by me to ensure it fits the game's vision and quality standards.
a part of main logo. edited then by hand
background music, sound effects, text
This game uses a local AI language model to generate the NPC's dialogue in real-time during gameplay. All AI processing runs entirely on your device using bundled software, no internet connection is required and no data is ever sent to external servers or third parties.
Some visual assets in this game were created with the assistance of AI-generated imagery tools during production.
Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer.
Some of the food and props were generated by AI.
This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork.
This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players.
Texture mapping and music sound effects use a little bit of AI
AI was used for some of the narrative in this game.
Generative AI was used in the making of the main menu artwork. No other generative AI is used in the game.
Partial initial generation of graphical images during the game development process.
Generative AI tools were used to assist in creating some 2D visual assets in the game, such as background images, city maps, and UI icons.
An AI was consulted for ideas on how an AI would act if taking over the world. Game logo image was generated using generative artificial intelligence. Music before remixing/producing created with generative AI.
The game has some sound effects and songs made by AI
AI tools were used to create the music for the store page and in-game soundtrack.
Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow.
Some of the game's code and graphics were created with the help of artificial intelligence.
AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer.
AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance.
Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references. Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references. Some music and sound effects were generated with the help of AI. Some localized language content was translated with the help of AI.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting.
Music and some visual assets used in this experience were AI generated
AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players.
This app includes pre-generated content created or assisted using generative AI. This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue. All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page. Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay.
AI was used to localize the user interface to improve player comprehension.
Some of the artwork within this game was created with the assistance of generative AI.
God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools.
There is AI-generated audio used within the game. All AI-generated content is pre-rendered and static. No AI is used to generate visuals, gameplay content, or content at runtime.
Most game assets are from itch.io and customized in Aseprite. A few, such as the capsules are courtesy of Geoff Hinton and co.
Due to its independent development, this game makes limited use of AI to generate images and model materials
NPC Portrait Pictures
The text on the Steam store page is automatically translated by AI.
This game uses generative AI only to create some 2D visual assets (e.g. key art, logos, achievement icons and other marketing/store artwork). All AI-generated content is pre-rendered, manually reviewed, and static. The game itself does not perform any live AI generation, does not take user prompts for AI, and does not send any user data to AI services.
Some visual and marketing assets for this game were created or assisted using AI tools during development. No AI-generated content is used in real-time during gameplay, and all core game systems, mechanics, and player experiences are fully handcrafted.
AI-assisted translation tools were used for the store page and for localizing in-game text into multiple languages. (Spanish, Italian, Japanese, Korean, Russian, German)
Some of the character images were generated using AI, but the final effect was achieved with the help of human hands.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
Jixo 5: Mask Parade Collector’s Edition Unclear art | A part of the background and scenes.
Some elements of the user interface. | MixoGames Ltd. | - | May 23, 2026 | |
Gallows & Gold In-game content audio | The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer. | Will Charles | - | May 23, 2026 | |
Today Tomorrow and the Next In-game content art | AI was used to make the paint streaks in the main menu and pause menu. | cloud__d | - | May 23, 2026 | |
Chrongrid Live AI text | Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings. | Chrongrid Studio | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | May 23, 2026 | |
Missing: A Kid(s)Nap Store/marketing art | all portrait photos were ai generated | Sebastian Strahler | - | May 23, 2026 | |
Guilds of Mountgate In-game content art | Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery.
All assets are individually selected and refined to ensure visual consistency within the game world.
This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation.
As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0). | Beaver Fever Games | - | May 23, 2026 | |
Corrupt Knight Unclear artaudiocode | Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms. | Eyüp Sarım | - | May 23, 2026 | |
Hollow Descent In-game content artaudio | This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements.
All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game. | Hollow Descent Studio | - | May 23, 2026 | |
Escape the Grind Store/marketing art | AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play. | SetForMoney Studios | - | May 23, 2026 | |
Luminara: The Second Dawn In-game content artaudiotextcode | Luminara: The Second Dawn was created by a solo developer with the help of AI tools to bring the game to life. Every piece of content—art, music, story, and code—has been personally reviewed, curated, and directed by me to ensure it fits the game's vision and quality standards. | LOADING DREAMS INC. | - | May 23, 2026 | |
Backrooms: Into the Hole Store/marketing art | a part of main logo. edited then by hand | Skmaestro | - | May 23, 2026 | |
Soulstack Unclear audiotext | background music, sound effects, text | sshulin | - | May 23, 2026 | |
Simulation Simulator Live AI text | This game uses a local AI language model to generate the NPC's dialogue in real-time during gameplay. All AI processing runs entirely on your device using bundled software, no internet connection is required and no data is ever sent to external servers or third parties. | Morph | 10 | May 23, 2026 | |
民国诡事相簿 In-game content art | Some visual assets in this game were created with the assistance of AI-generated imagery tools during production. | LinearGame Pte. Ltd. | - | May 23, 2026 | |
The Iron and the Oath In-game content artaudio | Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer. | FFire Studio | - | May 23, 2026 | |
桌面蚂蚁 In-game content art | Some of the food and props were generated by AI. | Slowly Crafted | - | May 23, 2026 | |
Archmage Idle In-game content codeart | This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork. | TopCog | 117 | May 23, 2026 | |
逆仙录:音心劫 In-game content arttext | This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players. | 奇点边界工作室 | - | May 23, 2026 | |
Ant Idea In-game content artaudio | Texture mapping and music sound effects use a little bit of AI | Castan Studio | - | May 23, 2026 | |
Ground Floor In-game content text | AI was used for some of the narrative in this game. | SAK70Games | - | May 23, 2026 | |
Tell the Ocean Store/marketing art | Generative AI was used in the making of the main menu artwork. No other generative AI is used in the game. | Patrick Gallaway | - | May 23, 2026 | |
ClearIt M1 Dev only art | Partial initial generation of graphical images during the game development process. | IteraLabs | - | May 23, 2026 | |
Dacan Express: Logistic manager In-game content art | Generative AI tools were used to assist in creating some 2D visual assets in the game, such as background images, city maps, and UI icons. | Dacan Studio | - | May 23, 2026 | |
Provisional Authority: An AI Governance Simulation In-game content artaudiotext | An AI was consulted for ideas on how an AI would act if taking over the world. Game logo image was generated using generative artificial intelligence. Music before remixing/producing created with generative AI. | Synthetic Mandate | - | May 23, 2026 | |
A Maze In Labyrinth In-game content audio | The game has some sound effects and songs made by AI | Ludus Meta | - | May 23, 2026 | |
SIGKILL In-game content audio | AI tools were used to create the music for the store page and in-game soundtrack. | BrainFog Studios | - | May 23, 2026 | |
Studio Sim In-game content art | Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow. | PrattDesign | - | May 23, 2026 | |
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Vested In-game content text | AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer. | Paper Wasp Games | - | May 23, 2026 | |
Luditect: Game Design Tool Dev only code | AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance. | Durultay Studio | - | May 23, 2026 | |
The Unfinished Melody: Prologue In-game content artaudiotext | Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references.
Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references.
Some music and sound effects were generated with the help of AI.
Some localized language content was translated with the help of AI. | Peanut Bear Studio | - | May 23, 2026 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
时间花园 In-game content arttextaudio | This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting. | Shanghai Tri-Core Workshop Network Technology Co., Ltd. | - | May 23, 2026 | |
Esqapes Voyages In-game content audioart | Music and some visual assets used in this experience were AI generated | AVCV | - | May 23, 2026 | |
Island of mech 机械岛 In-game content art | AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players. | xhhgames | - | May 23, 2026 | |
Mystic Depths: the Corrupted King In-game content artcode | This app includes pre-generated content created or assisted using generative AI.
This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue.
All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page.
Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay. | François Duchesne | - | May 23, 2026 | |
Drift In-game content text | AI was used to localize the user interface to improve player comprehension. | Shinobi Man | - | May 23, 2026 | |
스탈린의 대숙청 피하기 In-game content art | Some of the artwork within this game was created with the assistance of generative AI. | DNCG | - | May 23, 2026 | |
9 MINUTES AND 59 SECONDS TO HEAVEN Live AI textart | God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools. | Fake Carbonara | - | May 23, 2026 | |
DONT LOOK In-game content audio | There is AI-generated audio used within the game. All AI-generated content is pre-rendered and static. No AI is used to generate visuals, gameplay content, or content at runtime. | Angel | - | May 23, 2026 | |
Crabgrass Store/marketing art | Most game assets are from itch.io and customized in Aseprite. A few, such as the capsules are courtesy of Geoff Hinton and co. | bSoftGames | - | May 23, 2026 | |
PlayZone In-game content art | Due to its independent development, this game makes limited use of AI to generate images and model materials | MagicBox魔盒 | - | May 23, 2026 | |
Asteroid Rodeo In-game content art | NPC Portrait Pictures | Buried Signal Studios | - | May 23, 2026 | |
COREDUMP: 口口口口 In-game content text | The text on the Steam store page is automatically translated by AI. | FANGKUAI4 | - | May 23, 2026 | |
Word Charades In-game content art | This game uses generative AI only to create some 2D visual assets (e.g. key art, logos, achievement icons and other marketing/store artwork). All AI-generated content is pre-rendered, manually reviewed, and static.
The game itself does not perform any live AI generation, does not take user prompts for AI, and does not send any user data to AI services. | Howard Greenspan | - | May 23, 2026 | |
Dumi's Adventure: Across Europe Store/marketing art | Some visual and marketing assets for this game were created or assisted using AI tools during development.
No AI-generated content is used in real-time during gameplay, and all core game systems, mechanics, and player experiences are fully handcrafted. | Dumi’s Games | - | May 23, 2026 | |
Toilet 8 In-game content text | AI-assisted translation tools were used for the store page and for localizing in-game text into multiple languages. (Spanish, Italian, Japanese, Korean, Russian, German) | Benoît Freslon | 265 | May 23, 2026 | |
Precursors: Reach for the Stars In-game content art | Some of the character images were generated using AI, but the final effect was achieved with the help of human hands. | Artificial Worlds | - | May 23, 2026 |