The new Steam capsule and library images were created using AI.
- Creator
- Christian Bommert
- Reviews
- -
- Added
- Jun 30, 2026
Public Steam disclosure research 25,380 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.
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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.
The new Steam capsule and library images were created using AI.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX. Gameplay systems and mechanics do not rely on AI-generated content. All generated assets are owned and licensed by us.
AI-generated images have been modified and retouched before use.
AI was used as a tool to assist in creation
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5%
Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product.
Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style.
This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards.
Some background and environmental artwork in this game was created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. All story content, dialogue, characters, and game design were created by the developer.
The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution.
Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers.
AI was used to translate the game's texts into other languages.
In this game, some visuals and sounds were generated by artificial intelligence.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
AI-assisted tools were utilized in the optimization process of the game's program code and game design
This game uses AI to generate some images.
Some visual assets in the game may have been generated or assisted by AI tools. This includes certain textures, logos, shop signs, and some localized translations. All AI-generated or AI-assisted content has been reviewed and integrated into the game by the developer.
AI Generation: The game currently uses AI-generated content and AI assistance text proofreading, translations, and idea development.
Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable.
AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch.
Dark Dream contains pre-generated AI-assisted content used exclusively for marketing and promotional materials. This includes certain Steam store assets such as capsules, banners, promotional artwork, and the game's promotional trailer. The trailer was created using AI-assisted tools based on original characters, creatures, and creative concepts designed and owned by the studio. The in-game experience does not generate content using AI, and no AI systems are used during gameplay.
AI is used for the localization of in-game content, the Steam Store, marketing materials, and more.
部分场景模型,纹理使用ai辅助生成
Generative AI tools were used during development to assist with programming, debugging, text drafting, and localization drafts. All final game content, code, text, and store materials are reviewed and edited by the developer before release. The game does not use AI to generate content during gameplay and does not connect to external AI services while running.
There may be assets/code created by generative AI.
The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations) Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer.
I have used AI to generate images and translate texts.
Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools.
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design. The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon. Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop. Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves. Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise. Remaining environmental assets were licensed through the Unreal Engine Marketplace. Everything else, the levels, the creatures, the paintings, the world, is human made. And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn. Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Generative AI was used to create 2D image assets (such as textures and portraits) solely for minor in-game props, specifically the employee ID cards.
AI was used to develop some of the musical compositions.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
AI tools were used in the production of the voice acting.
We augment studio art and engineering with AI-related tooling.
We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
AI has been used for dialog voices.
AI was used only to enhance storyboard artwork and loading screen images.
This game utilized AI tools for localization.
AI was used for image editing.
This game features AI-generated soundtracks and translations.
Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding. AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release.
Our development process incorporates some AI-assisted tools to help create ambient textures and environmental assets. All assets have been extensively refined and integrated by our artists to ensure they align with the game's unique PSX/VHS aesthetic. We are committed to maintaining a high-quality human-led artistic direction.
AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets.
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
Localization powered by AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Soldiers Factory Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
Fatal Nights Store/marketing arttext | Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer. | The End Studios | - | Jun 28, 2026 | |
Forsaken Fleet In-game content artaudio | Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX.
Gameplay systems and mechanics do not rely on AI-generated content.
All generated assets are owned and licensed by us. | Zakym s. r. o. | - | Jun 28, 2026 | |
Scary Stories: Grotesque In-game content art | AI-generated images have been modified and retouched before use. | Game Museum | - | Jun 28, 2026 | |
Smashville Detective Agency Unclear | AI was used as a tool to assist in creation | Puffy Pup Games | - | Jun 28, 2026 | |
LOCKOUT In-game content arttext | Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently. | MS Productions | - | Jun 28, 2026 | |
7743 In-game content art | 7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5% | Stanislaw Truchowski | 11 | Jun 28, 2026 | |
Echo's of the Dark Part 2 Escaping From Asylum In-game content art | Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product. | 57Game Studio | - | Jun 28, 2026 | |
Entered In-game content art | Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style. | Installing something | - | Jun 28, 2026 | |
SMTHNG WRNG In-game content arttext | This game uses generative AI tools to assist in the creation of visual assets (characters, backgrounds) and narrative content. All AI-generated content has been reviewed and curated by the development team to ensure it meets our quality and safety standards. | NytherMood Studio | - | Jun 28, 2026 | |
The Guest In-game content art | Some background and environmental artwork in this game was created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. All story content, dialogue, characters, and game design were created by the developer. | Velvet Story | - | Jun 28, 2026 | |
1930: Tinta & Balas In-game content art | The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution. | CronusDev | - | Jun 28, 2026 | |
LostEcho In-game content artaudio | Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers. | DominamCheng | - | Jun 28, 2026 | |
Floor 12: The Delivery In-game content text | AI was used to translate the game's texts into other languages. | Gvn Games | - | Jun 28, 2026 | |
Placefall In-game content artaudio | In this game, some visuals and sounds were generated by artificial intelligence. | Halvenor | - | Jun 28, 2026 | |
The Shadow In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
最完美的作品 In Perfection Dev only code | AI-assisted tools were utilized in the optimization process of the game's program code and game design | Moon Blueprint | - | Jun 28, 2026 | |
HOMUNCAT In-game content art | This game uses AI to generate some images. | TriCave | - | Jun 28, 2026 | |
The Repeating Knot In-game content arttext | Some visual assets in the game may have been generated or assisted by AI tools. This includes certain textures, logos, shop signs, and some localized translations. All AI-generated or AI-assisted content has been reviewed and integrated into the game by the developer. | Kurahen entertainment | - | Jun 28, 2026 | |
ZeroEco In-game content text | AI Generation:
The game currently uses AI-generated content and AI assistance text proofreading, translations, and idea development. | Fly | - | Jun 27, 2026 | |
Cavernreach In-game content audioart | Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable. | Deep Rock Games | - | Jun 27, 2026 | |
Question Roulette In-game content text | AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch. | Mysterious Alien | - | Jun 27, 2026 | |
Dark Dream Store/marketing art | Dark Dream contains pre-generated AI-assisted content used exclusively for marketing and promotional materials. This includes certain Steam store assets such as capsules, banners, promotional artwork, and the game's promotional trailer.
The trailer was created using AI-assisted tools based on original characters, creatures, and creative concepts designed and owned by the studio.
The in-game experience does not generate content using AI, and no AI systems are used during gameplay. | Radioactive Worm | - | Jun 27, 2026 | |
TheMaze In-game content text | AI is used for the localization of in-game content, the Steam Store, marketing materials, and more. | Puriza Games | - | Jun 27, 2026 | |
The Black Water In-game content art | 部分场景模型,纹理使用ai辅助生成 | Blanc | - | Jun 16, 2026 | |
Feed the Boss Dev only textcode | Generative AI tools were used during development to assist with programming, debugging, text drafting, and localization drafts. All final game content, code, text, and store materials are reviewed and edited by the developer before release. The game does not use AI to generate content during gameplay and does not connect to external AI services while running. | SilentRoom Games | - | Jun 15, 2026 | |
I'd Like to Know More About You Unclear | There may be assets/code created by generative AI. | Bauta Studio | - | Jun 15, 2026 | |
The Event In-game content art | The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations)
Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer. | Lazy Games | - | Jun 14, 2026 | |
Papa In-game content arttext | I have used AI to generate images and translate texts. | VimmGames | 35 | Jun 13, 2026 | |
ESKINITA In-game content audio | Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools. | Machu | 12 | Jun 12, 2026 | |
LUNA In-game content artaudiotext | Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work. | Sosoros | - | Jun 12, 2026 | |
狂還 -CLOWNROT- In-game content art | Generative AI was used to create 2D image assets (such as textures and portraits) solely for minor in-game props, specifically the employee ID cards. | Gilutaz | - | Jun 12, 2026 | |
Nightmares Awake In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | - | Jun 12, 2026 | |
The Night Shift | Dalam Kelam In-game content art | We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented. | T55 Arthouse | - | Jun 12, 2026 | |
Project Spooky In-game content audio | AI tools were used in the production of the voice acting. | Team 237 | - | Jun 11, 2026 | |
Tailbreak Dev only artcode | We augment studio art and engineering with AI-related tooling. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Idle Slots: Casino HQ In-game content code | We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game. | Bit Boy Games | - | Jun 9, 2026 | |
The Kuon Island Nursery Rhyme Murders: Case Notes In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | Jun 9, 2026 | |
Indefinite: Intake In-game content art | Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design. | Mikail Erdal | - | Jun 9, 2026 | |
The Pigment In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 9, 2026 | |
SHOCKFACE In-game content audio | AI has been used for dialog voices. | adrenak | - | Jun 8, 2026 | |
Explosive Track Store/marketing art | AI was used only to enhance storyboard artwork and loading screen images. | UY Studios | - | Jun 8, 2026 | |
Cozy Radiation Cleaner In-game content text | This game utilized AI tools for localization. | SilverSet Studios LTD. | - | Jun 7, 2026 | |
No Return Address Unclear art | AI was used for image editing. | ASK_GAMES | - | Jun 6, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
The Dragon Blossom In-game content artaudiocode | Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding.
AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release. | 3SkullsInteractive | - | Jun 5, 2026 | |
电梯 In-game content art | Our development process incorporates some AI-assisted tools to help create ambient textures and environmental assets. All assets have been extensively refined and integrated by our artists to ensure they align with the game's unique PSX/VHS aesthetic. We are committed to maintaining a high-quality human-led artistic direction. | Southern Cross | - | Jun 5, 2026 | |
TEAM PANIC Unclear artaudio | AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets. | Furko | 81 | Jun 5, 2026 | |
Still Here Store/marketing art | Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | LordOfTheCat Art | - | Jun 5, 2026 | |
Clairvoyage: The Lighthouse In-game content text | Localization powered by AI | Volpe Software | - | Jun 4, 2026 |