AI was used to create the store banners. In-game screenshots and videos accurately reflect the actual gameplay.
- Creator
- mttsus
- Reviews
- -
- Added
- Jun 3, 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.
AI was used to create the store banners. In-game screenshots and videos accurately reflect the actual gameplay.
The game logo includes AI-generated and AI-upscaled texture elements, which were then manually edited.
AI have been used to generate/improve a few posters and paints visible in the environnement. These images were first drawn by internal game artist of the team. Voices have been generated with AI.
VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay): — Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer. — Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction. All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized.
Some backgrounds, characters, and items were created with the help of AI image generation tools. All AI-generated assets were carefully reviewed, edited, and refined by the developer to fit the game's art style and quality standards.
During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included.
Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running.
uses midjourney for the pictures used on cards and the pictures for each cat. claude for code assistance or guidance.
This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game.
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
AI-generated images from the Steam store (3D version of the game's 2D creatures)
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.
The art, layout and the engine in this game were partially managed and tested using AI tools.
This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines.
Text translations generated by AI.
Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process.
"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."
Scrapbot Outpost was created with assistance from AI tools. AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets. Tools used during development include: - OpenAI ChatGPT - Claude Opus - PixelLab.ai All AI-assisted content was selected, reviewed, edited, and integrated by the developement team
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Pre-Generated Content (AI-assisted art): Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer.
Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game/help text into multiple languages.
This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game.
Store logo images, in game backstory in English and most French translation used AI and Google Translate and revised by the developer.
Some character and monster concepts were generated using generative AI, then manually modified and refined.
The image used on the main menu and the images for marketing.
Use AI to generate item icon.
We only used AI-generated content for Steam capsule images.
This project incorporates AI-assisted coding and text translation.
AI is used to create some in-game visuals。
I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations. 3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined and animated myself in Blender. Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character. Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks. Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve. I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms.
Most localizations were done with AI.
Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time. The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable. AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems. By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
AI was only used to generate images according to my specifications.
The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently.
Scope: Pre-generated 2D visual content only. Some visual assets use AI-generated source images created from developer prompts, while other visual assets come from licensed art packs. These assets are selected, composited, cropped, and edited by the developer for use in the game. No runtime AI: The game does not generate any content during gameplay. Guardrails: Players cannot generate or upload content in-game. AI-generated images are manually reviewed before use, and license records are kept for third-party art packs used in development.
As a small indie team, we have used generative AI tools to help create temporary placeholder assets during development, including some capsule artworks, localization support, and certain in-game icons. All AI-assisted content is reviewed and integrated manually by our team.
Some art assets were implemented using AI.
Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer.
AI was used for the localization of in-game text and the store page, and it may be improved later.
Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game.
AI was used for Japanese translations and character voice lines (powerup words).
AI-powered translation tools were used for assistance in translation to English. Couple of in-game textures were created with assistance of AI tools too.
Generative AI was used in some localization and sound effects.
Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time. The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game. To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players.
1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store). 2. Pre-rendered achievement icons.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Boom Rush: Desert OPS In-game content art | AI was used to create the store banners. In-game screenshots and videos accurately reflect the actual gameplay. | mttsus | - | Jun 3, 2026 | |
MechPit In-game content art | The game logo includes AI-generated and AI-upscaled texture elements, which were then manually edited. | Potato Holder Games | - | Jun 3, 2026 | |
CINESCAPE VR In-game content artaudio | AI have been used to generate/improve a few posters and paints visible in the environnement. These images were first drawn by internal game artist of the team.
Voices have been generated with AI. | SUPER AC | - | Jun 3, 2026 | |
Void Runner : Arcade Roguelite In-game content textart | VOID RUNNER uses generative AI tools in a limited way, exclusively for pre-rendered content (never generated in real time during gameplay):
— Text translations (10 languages): the in-game interface, changelog and Steam page description have been produced with AI assistance and then manually reviewed. The source text is written by the developer.
— Marketing visuals: some promotional images on the Steam page (capsule art, banner) may include elements generated with AI assistance, in line with the game's art direction.
All AI-assisted content is reviewed by the developer before integration. No content is generated in real time during gameplay — all assets are fixed and finalized. | napcode | - | May 23, 2026 | |
Escape the Space Hotel In-game content art | Some backgrounds, characters, and items were created with the help of AI image generation tools. All AI-generated assets were carefully reviewed, edited, and refined by the developer to fit the game's art style and quality standards. | Galactic Goof Studio | - | May 23, 2026 | |
Robot&Gun&Magic In-game content artaudio | During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included. | PX Games | - | May 23, 2026 | |
Clankerfront In-game content art | Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running. | Lizz Studio | - | May 23, 2026 | |
Meoware In-game content artcode | uses midjourney for the pictures used on cards and the pictures for each cat. claude for code assistance or guidance. | Gamer Games LLC | - | May 23, 2026 | |
Ironfields In-game content arttextaudio | This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game. | Divis Studio | - | May 23, 2026 | |
F.R.E.D.'s Ascent In-game content artaudiotext | All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations
of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime. | buddycore Studio | - | May 23, 2026 | |
Call of Toys: Tower Defense Store/marketing art | AI-generated images from the Steam store (3D version of the game's 2D creatures) | Bakart Games - Rômulo | - | May 23, 2026 | |
Omnicore In-game content text | Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay. | SwabbieGames | - | May 23, 2026 | |
Lost Vessel Dev only art | The art, layout and the engine in this game were partially managed and tested using AI tools. | Lazy Frog Games | 63 | May 23, 2026 | |
Solo Defending Dev only | This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines. | Masonosam | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
SAI-1 In-game content text | Our use of AI is strictly limited to translating in-game dialogue and text. We do not employ AI in any other stage of the development process. | SH Studio | - | May 23, 2026 | |
Cyberpunk Neon Survivor In-game content arttext | "This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets." | Bacondog Game Studio | - | May 23, 2026 | |
Scrapbot Outpost In-game content arttextcode | Scrapbot Outpost was created with assistance from AI tools.
AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets.
Tools used during development include:
- OpenAI ChatGPT
- Claude Opus
- PixelLab.ai
All AI-assisted content was selected, reviewed, edited, and integrated by the developement team | Blackboard Studios | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
RIFT DIGGER In-game content art | Pre-Generated Content (AI-assisted art):
Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer. | Osama Ahmed | - | May 23, 2026 | |
FindHuman In-game content audio | Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game. | euddonsangja | - | May 23, 2026 | |
Trainferno In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game/help text into multiple languages. | INDIELLIGENT | - | May 23, 2026 | |
GridLock In-game content artcode | This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game. | Mr. Phil Games | - | May 23, 2026 | |
Robo Siege TD In-game content arttext | Store logo images, in game backstory in English and most French translation used AI and Google Translate and revised by the developer. | Cléo Saulnier | - | May 23, 2026 | |
GridFall: Nine-Grid In-game content art | Some character and monster concepts were generated using generative AI, then manually modified and refined. | SnowTide.Studio | - | May 23, 2026 | |
Scrap Planet Store/marketing art | The image used on the main menu and the images for marketing. | Mathew Mander | - | May 23, 2026 | |
Mana Reactor In-game content art | Use AI to generate item icon. | Heavenly Demon | - | May 23, 2026 | |
Monstera Store/marketing art | We only used AI-generated content for Steam capsule images. | Mu Co | - | May 23, 2026 | |
The Unnatural Leap In-game content codetext | This project incorporates AI-assisted coding and text translation. | BubblePie Games | - | May 23, 2026 | |
Core Defense 2099 In-game content art | AI is used to create some in-game visuals。 | Core Volume Engine | - | May 23, 2026 | |
The Ghost Protocol: Echoes of Steel In-game content artaudiotext | I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations.
3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined
and animated myself in Blender.
Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character.
Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks.
Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve.
I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms. | 8an Studio | - | May 23, 2026 | |
Timefract In-game content text | Most localizations were done with AI. | alteemor | - | May 23, 2026 | |
Artificial: Proxy Bar Live AI text | Artificial: Proxy Bar uses artificial intelligence to generate dynamic dialogue content in real time.
The game integrates AI technologies including Ollama, OpenAI Whisper (speech recognition), and Google Gemma language models. Because of this, in-game conversations and responses are generated automatically and may be unpredictable.
AI-generated content may be inaccurate, nonsensical, inappropriate, or offensive. The developer does not guarantee the accuracy or suitability of AI-generated content and is not responsible for outputs produced by the AI systems.
By using the AI features in the game, players acknowledge that they interact with AI-generated content at their own discretion and risk. | HinaGames | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
Overclock Dev only | AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game. | Kantin | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | May 23, 2026 | |
Scrapfall Dev only | Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer. | Zencode | - | May 23, 2026 | |
Droid Kontrolle Unclear art | AI was only used to generate images according to my specifications. | MasterZorrax | - | May 23, 2026 | |
Humanize Robotics Live AI audio | The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently. | Greyrats Lab | - | May 23, 2026 | |
Chaos Orbit In-game content art | Scope: Pre-generated 2D visual content only. Some visual assets use AI-generated source images created from developer prompts, while other visual assets come from licensed art packs. These assets are selected, composited, cropped, and edited by the developer for use in the game.
No runtime AI: The game does not generate any content during gameplay.
Guardrails: Players cannot generate or upload content in-game. AI-generated images are manually reviewed before use, and license records are kept for third-party art packs used in development. | JDS Studios | - | May 23, 2026 | |
Life Core In-game content arttext | As a small indie team, we have used generative AI tools to help create temporary placeholder assets during development, including some capsule artworks, localization support, and certain in-game icons. All AI-assisted content is reviewed and integrated manually by our team. | Ember Forge | - | May 23, 2026 | |
Celestial of Dolls In-game content art | Some art assets were implemented using AI. | KumaPaw | - | May 23, 2026 | |
Code My Robot Vacuum In-game content artaudiotext | Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer. | Umit Canbolat | - | May 23, 2026 | |
Guardians Of Restoration In-game content text | AI was used for the localization of in-game text and the store page, and it may be improved later. | Creative Gorae | 14 | May 23, 2026 | |
The Origin Theory - Episode One In-game content audio | Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game. | Juhana Karhu | - | May 23, 2026 | |
I Got Isekai'd Into a Shmup In-game content textaudio | AI was used for Japanese translations and character voice lines (powerup words). | TOMAGameStudio | - | May 23, 2026 | |
Escape From Styx In-game content textart | AI-powered translation tools were used for assistance in translation to English. Couple of in-game textures were created with assistance of AI tools too. | Konstantin Klimenko | - | May 23, 2026 | |
Conge's Crunch Time In-game content textaudio | Generative AI was used in some localization and sound effects. | Joyful Jo | 19 | May 23, 2026 | |
Human Error Live AI text | Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time.
The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game.
To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players. | Tinker Studio | - | May 23, 2026 | |
Final Upgrade art | 1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store).
2. Pre-rendered achievement icons. | TaosX | 428 | May 23, 2026 |