Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
- Creator
- Studio 213
- Reviews
- -
- Added
- Aug 29, 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.
Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines.
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing.
This title uses AI tools for programming, image creation, and translation.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans.
Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
We've harnessed the power of Generative AI technology to create several of our game's theme background artworks
画像の生成とコーディングにAIを使用しています。
Translate texts.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game. No content is generated at runtime; everything ships with the build as pre-generated assets.
Some generated 3D Models, Voice Overs
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
The capsule art and some sfx were generated by AI.
Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
Generative AI was not used to create any gameplay visual nor sound asset. The only generated asset is the enhanced game logo (the game name).
Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic.
Generative AI was used during the development of this game to assist with programming and English localization. Generative AI was not used to create in-game assets such as images, music, or sound effects.
本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。
During the development process, we 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 our own development team.
AI tools were used during development to assist with the creation of certain 2D visual assets. Specifically, AI was used to generate some images used on the Steam store page and to assist in creating character portrait artwork used in the game. These AI-generated assets were reviewed and incorporated into the final game by the development team.
Terran Dawn is a solo-developed game, and generative AI tools were used during its production. Everything AI-assisted is created ahead of time and shipped as fixed files inside the build: the game generates nothing while you play, contacts no AI service at runtime, and sends no player data anywhere. Where these tools were used: - 3D assets: ship, station and building meshes were produced with AI text-to-3D generation, then rescaled, re-oriented, re-textured and hand-corrected to fit the engine. - 2D art and textures: interface illustrations, encyclopedia art and some surface textures were generated from hand-written prompts and edited afterwards. - Sound effects: a portion of the weapon, interface and explosion sounds were generated with AI audio tools, then trimmed and mixed by hand. - Music: the soundtrack was created with AI music generation. - Voice-over: mission briefings and in-mission radio lines are AI text-to-speech, performed from scripts written by the developer. - Video transmissions: the in-game character broadcasts use a licensed synthetic presenter and synthetic voice to deliver dialogue written by the developer. - Translation: the game's text was translated into its supported languages with the help of an AI language model. - Some of the game's source code was written with AI coding assistants. The game's design, story, missions, rules and balance are written by the developer. No generative AI runs while the game is playing.
Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime.
Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
This title includes content created with the assistance of AI tools.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized. It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Some texts were translated using artificial intelligence.
The game's visual assets (mascot design, logo, character art, store graphics, and in-game sprites) were created with the help of an AI image generator and were then selected, edited, and prepared by us for use in the game. This is exclusively pre-generated, fixed content – no content is generated by AI in real time while the game is being played.
AI was used in the graphics and programming of this game.
Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, including some user interface graphics, promotional artwork, and other supporting art elements. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. Generative AI is not used to create content during gameplay.
Generative AI tools were used to assist in the creation of some 2D visual assets and artwork (including character illustrations and background art). All generated assets have been reviewed and refined to fit the game's pixel art style and quality standards.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Ai was used for coding, graphics, audio.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
only for cover title and background, not in game
The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game.
Artists use AI tools to assist with image generations and creating variants Store assets use AI generated images
The 2D background images in the main menu and the promotional (capsule) designs used on the Steam store page were created with the help of generative AI tools and subsequently edited manually. The characters, battlefields, and in-game pixel art graphics that make up the core game experience are completely outside of this scope.
Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
The posters on the walls of the in-game course were generated with AI.
Generative AI was used to create concept art and UI elements.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person. The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play. Some of our store and marketing artwork was AI-assisted and human-curated. No content is generated by AI while you play, and the game never calls out to an AI service.
Parts of the title background
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Overseas Wars In-game content artaudio | Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis.
In addition, the audio versions of dialogues are produced using AI-generated voices. | Studio 213 | - | Aug 29, 2026 | |
SPOTREP In-game content codeartaudio | AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines. | Kruger28 | - | Aug 28, 2026 | |
Warchaic In-game content artaudio | Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages. | BIG-E | - | Aug 28, 2026 | |
Yushou Xianmen: Mortal Realm In-game content arttextaudio | This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing. | CHENLIN | - | Aug 28, 2026 | |
魔王が来ても勤務中 Unclear arttextcode | This title uses AI tools for programming, image creation, and translation. | NOLQI | - | Aug 28, 2026 | |
Derby Dynasty : Horse Racing RPG In-game content text | Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies. | Corvein Studio | - | Aug 28, 2026 | |
SSN: Artemis In-game content audioart | Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans. | Ceres Labs | - | Aug 28, 2026 | |
BTR Ringfall In-game content artaudio | Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay. | ALFA Games | - | Aug 26, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Magic Chess In-game content art | We've harnessed the power of Generative AI technology to create several of our game's theme background artworks | DreamBridge | - | Aug 25, 2026 | |
墨守 Unclear artcode | 画像の生成とコーディングにAIを使用しています。 | NishiIndo3sei | - | Aug 25, 2026 | |
Villfell Unclear | Translate texts. | Greyhearth | - | Aug 25, 2026 | |
Defend the Dragon Palace! In-game content arttext | Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets. | Crystal Cat | - | Aug 25, 2026 | |
Bang Howdy! In-game content artaudio | Some generated 3D Models, Voice Overs | Affliction Networks | 124 | Aug 24, 2026 | |
Waveguard In-game content arttext | Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion. | DLD Games | - | Aug 24, 2026 | |
Hivekeepers In-game content artaudio | The capsule art and some sfx were generated by AI. | MNXC Games | - | Aug 24, 2026 | |
AMazing TD Store/marketing text | Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included. | Go4 Entertainment | 74 | Aug 24, 2026 | |
Admirals of Ophiuchus Store/marketing art | Generative AI was not used to create any gameplay visual nor sound asset.
The only generated asset is the enhanced game logo (the game name). | Mantegral Studio | - | Aug 23, 2026 | |
Tiny Banners Dev only code | Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic. | Gergatory Games | - | Aug 23, 2026 | |
Colony on the Run In-game content codetext | Generative AI was used during the development of this game to assist with programming and English localization. Generative AI was not used to create in-game assets such as images, music, or sound effects. | TBCATGAMES | - | Aug 23, 2026 | |
水浒英雄传:八幕战役 In-game content art | 本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。 | dztdash | - | Aug 22, 2026 | |
IAH: INTERNET WAR Dev only | During the development process, we 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 our own development team. | Vitali Kirpu Productions | 21 | Aug 22, 2026 | |
Medieval - Embers of War 2 In-game content art | AI tools were used during development to assist with the creation of certain 2D visual assets. Specifically, AI was used to generate some images used on the Steam store page and to assist in creating character portrait artwork used in the game. These AI-generated assets were reviewed and incorporated into the final game by the development team. | Evil Bunneh Inc. | - | Aug 22, 2026 | |
Terran Dawn In-game content artaudiotextcode | Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing. | Dengel Kálmán | - | Aug 22, 2026 | |
Close the Sky In-game content artaudio | Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime. | Iron Trident Games | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
Bubblecore: Survivors In-game content artaudio | Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing. | King Suslik Games | - | Aug 20, 2026 | |
Aeris Nexus Unclear | This title includes content created with the assistance of AI tools. | Empera Games | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
Team Commander Live AI text | Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials. | 제이게임즈 | - | Aug 20, 2026 | |
VCO: Victor Charlie One In-game content text | We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team. | Systems Heavy | - | Aug 19, 2026 | |
Epic Space Battles In-game content artcode | Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay. | BlueGamer Productions | - | Aug 19, 2026 | |
Anthill Wars: Ant Colony Sim In-game content text | Some texts were translated using artificial intelligence. | Playrea | - | Aug 19, 2026 | |
Smiley Arena In-game content art | The game's visual assets (mascot design, logo, character art, store graphics, and in-game sprites) were created with the help of an AI image generator and were then selected, edited, and prepared by us for use in the game. This is exclusively pre-generated, fixed content – no content is generated by AI in real time while the game is being played. | Smartstift | - | Aug 19, 2026 | |
Starfleet Commander Unclear artcode | AI was used in the graphics and programming of this game. | Honeyjam inc | - | Aug 19, 2026 | |
Barracks Brawl In-game content art | Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, including some user interface graphics, promotional artwork, and other supporting art elements. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. Generative AI is not used to create content during gameplay. | Hrothgar Peak Studios | - | Aug 19, 2026 | |
灭世至尊 In-game content art | Generative AI tools were used to assist in the creation of some 2D visual assets and artwork (including character illustrations and background art). All generated assets have been reviewed and refined to fit the game's pixel art style and quality standards. | QZ Studio | - | Aug 19, 2026 | |
Star Surge In-game content art | During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand. | Typhoon | - | Aug 19, 2026 | |
SideTower Unclear artaudiocode | Ai was used for coding, graphics, audio. | Spellativity | - | Aug 19, 2026 | |
Magna Conquest In-game content art | Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game. | CH4WORKS | - | Aug 17, 2026 | |
DOTS VS PIXELS Store/marketing art | only for cover title and background, not in game | VOXELMANA | - | Aug 16, 2026 | |
Epoch Forge Live AI text | The global economy, events, NPC dialogue and behaviors, and the choices your Storyteller makes use a lightweight, local LLM that runs with the game. | Vaporware Software | - | Aug 16, 2026 | |
War Table Arena Store/marketing art | Artists use AI tools to assist with image generations and creating variants
Store assets use AI generated images | Rusalka Unreal Labs | - | Aug 16, 2026 | |
Vanguard Fusion In-game content art | The 2D background images in the main menu and the promotional (capsule) designs used on the Steam store page were created with the help of generative AI tools and subsequently edited manually. The characters, battlefields, and in-game pixel art graphics that make up the core game experience are completely outside of this scope. | Epicold Interactive | - | Aug 16, 2026 | |
Stelvyr: Colony Defense In-game content codeart | Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay. | CannyEdge Interactive | - | Aug 16, 2026 | |
Hide and Fuse In-game content art | The posters on the walls of the in-game course were generated with AI. | HideandFuse | - | Aug 16, 2026 | |
Scrappy TD In-game content art | Generative AI was used to create concept art and UI elements. | Scrappy Games | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Green vs Tan In-game content artaudio | Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service. | Corkscrew Games | - | Aug 14, 2026 | |
The Abyss’s Last Breath Unclear | Parts of the title background | furiousDevPhoenix | - | Aug 14, 2026 |