Some UI elements use AI-generated images.
- Creator
- AlleyInn
- Reviews
- -
- Added
- Jul 1, 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.
Some UI elements use AI-generated images.
Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI.
Item icons, some marketing materials
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.
AI-generated 3D models are used in the final scene of the game. AI-generated 2D artwork is used in the backstory scenes.
AI-Generated Content Disclosure: Pre-Generated Content: Generative AI tools were used to create the game's background music, and to generate source material for portions of the sound and art, refined by the developer. No Real-Time Generation: This game does not feature any live or real-time AI content generation. No External Connectivity: The game runs entirely locally and does not connect to external AI services or servers while playing.
Some background elements were partially generated using AI. Localization into languages other than German was carried out with the help of AI. AI was used as a development aid (to help implement certain systems in the game). I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this!
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.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Generative AI tools were used only to assist in the creation of certain store page and marketing images. No AI-generated content is created during gameplay, and the game does not use live AI systems or connect to external AI services while running.
Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer. Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay.
This game contains pre-generated AI content. Certain in-game dialogue voice lines were created using AI-generated voices. No live AI generation occurs during gameplay, and no user-generated AI content is included.
We have used AI in our game with our death system and nothing else. | Not Jumpscares!
I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists.
Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product.
Some minor decorative images were created with the assistance of generative AI and edited before use in the game.
AI generated art, models, sounds, music, localizations.
The store descriptions for this game were initially drafted and researched using assistance of an AI LLM. However, all final text has been modified, rewritten, and edited by the developer to ensure it accurately reflects the design and spirit of the game itself. Images in the store page or marketing material are not generated from AI. No AI generated content is used for the production and development of the game. No AI generated text appears in the game.
Used AI for store page promotional images
Transparency note: The key visuals were created using AI.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.
Small quantity of images/textures are ai-generated. Small quantity of sound waves are ai-generated. Some parts of code are ai-genereted and ai-assissted always tested by a human.
AI is used for some of the music and images in the game.
Some ingame models and textures are AI generated to help speed up the production pipeline. These will eventually be replaced and I simply refuse to charge money for a game which uses AI assets, so until then this game will be free until all AI assets are replaced.
This game features AI-generated soundtracks and translations.
Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made.
Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game.
Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
AI was used to generate code.
The video game -unfortunately- has used AI for in-game image generations such as portraits and paintings only.
Visuals: This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration. Music: The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission.
AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures.
We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable.
Generative AI tools were used during parts of the development process for concept exploration, visual reference generation, and early-stage artwork ideation. All final in-game content, gameplay systems, and implementation were reviewed, modified, and integrated by the developer.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
The English voice acting was created using generative AI technology
Some textures and mesh concepts were initially generated using AI-assisted tools. All assets have been significantly modified, refined, and integrated manually using 3d software. The developer is working to rid the game of AI generated content come launch.
AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay.
AI tools were used during the localization process and then manually reviewed by a human. All in-game and promotional art was authored by a person and not made with generative AI.
Some AI-assistance was used during the development of this game.
Some voice overs or 2d artwork has been generated with the assistance of AI.
Generative AI was used to bake NPC clothing.
AI is used to speed up the prototyping process. All final content is being made manually.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
For some textures — house windows, a backdrop with the city. For localization.
This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets. All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources.
Generative AI was used in the creation of some art assets in this game.
The English translation of this game was completed with AI assistance.
All in-game assets are AI-generated and then undergo secondary processing.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
100均除霊師 In-game content art | Some UI elements use AI-generated images. | AlleyInn | - | Jul 1, 2026 | |
Dimensional Breach In-game content artaudio | Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI. | BchaoStudio | - | Jun 28, 2026 | |
Valhalla Reborn In-game content art | Item icons, some marketing materials | Scandinavia & Co | - | 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 | |
Lune 13 In-game content art | AI-generated 3D models are used in the final scene of the game.
AI-generated 2D artwork is used in the backstory scenes. | Saphielle | - | Jun 28, 2026 | |
Steel Maiden In-game content audioart | AI-Generated Content Disclosure:
Pre-Generated Content: Generative AI tools were used to create the game's background music, and to generate source material for portions of the sound and art, refined by the developer.
No Real-Time Generation: This game does not feature any live or real-time AI content generation.
No External Connectivity: The game runs entirely locally and does not connect to external AI services or servers while playing. | Keicee | - | Jun 28, 2026 | |
Echoes of Memory In-game content arttext | Some background elements were partially generated using AI.
Localization into languages other than German was carried out with the help of AI.
AI was used as a development aid (to help implement certain systems in the game).
I am a solo indie developer and wanted to tell an engaging horror story set in an anime/Japanese-inspired world. Without AI, I unfortunately would never have been able to create a project like this! | JonnyProductions | - | 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 | |
Noctus Quarry In-game content audioart | We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio. | Molten Shard Games | - | Jun 28, 2026 | |
Seventh Colony Store/marketing art | Generative AI tools were used only to assist in the creation of certain store page and marketing images. No AI-generated content is created during gameplay, and the game does not use live AI systems or connect to external AI services while running. | GeneralFR | - | Jun 28, 2026 | |
Lawless Streets In-game content audio | Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer.
Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay. | Ak Game Studio | - | Jun 27, 2026 | |
Calvar - The Darkest Gate In-game content audiotext | This game contains pre-generated AI content. Certain in-game dialogue voice lines were created using AI-generated voices. No live AI generation occurs during gameplay, and no user-generated AI content is included. | Calvar-Games | - | Jun 27, 2026 | |
Backrooms: Liminal Egress Unclear | We have used AI in our game with our death system and nothing else. | Not Jumpscares! | Og Studios | - | Jun 27, 2026 | |
IGL - In Game Leader In-game content text | I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists. | CleverByte Games | - | Jun 27, 2026 | |
Lost Below In-game content audioart | Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product. | KPAP | - | Jun 15, 2026 | |
ローズ・ルイン In-game content art | Some minor decorative images were created with the assistance of generative AI and edited before use in the game. | Sirius Air | - | Jun 14, 2026 | |
Desktop Hellfarmer In-game content artaudiotext | AI generated art, models, sounds, music, localizations. | Fesunenko Games | - | Jun 14, 2026 | |
Heroes Always Die text | The store descriptions for this game were initially drafted and researched using assistance of an AI LLM. However, all final text has been modified, rewritten, and edited by the developer to ensure it accurately reflects the design and spirit of the game itself. Images in the store page or marketing material are not generated from AI.
No AI generated content is used for the production and development of the game. No AI generated text appears in the game. | Bridgehead Interactive | - | Jun 13, 2026 | |
Gond I Store/marketing art | Used AI for store page promotional images | Peace (Munkhbat Enkh) | - | Jun 12, 2026 | |
Wolfsschanze – Operation Götterdämmerung Store/marketing art | Transparency note: The key visuals were created using AI. | Markt+Technik Verlag GmbH | - | Jun 11, 2026 | |
Portalborn Dev only | AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay. | TheHand | 50 | Jun 10, 2026 | |
Havoc Arena In-game content artaudiocode | Small quantity of images/textures are ai-generated.
Small quantity of sound waves are ai-generated.
Some parts of code are ai-genereted and ai-assissted always tested by a human. | Studio Jarosz | - | Jun 9, 2026 | |
The Suitcase Agents In-game content artaudio | AI is used for some of the music and images in the game. | バクエボ | - | Jun 9, 2026 | |
Emberwild In-game content art | Some ingame models and textures are AI generated to help speed up the production pipeline. These will eventually be replaced and I simply refuse to charge money for a game which uses AI assets, so until then this game will be free until all AI assets are replaced. | PYRO3D | - | Jun 8, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
SPEARPOINT - Delta Unit 7 In-game content art | Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made. | wtx | - | Jun 5, 2026 | |
Outage: Trespass In-game content artcode | Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game. | Paul Brunner | - | Jun 5, 2026 | |
Labyrinth's Depths In-game content art | Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork. | Orthrus | - | Jun 5, 2026 | |
Fetidity Dev only code | AI was used to generate code. | Velikiy Prikalel | - | Jun 3, 2026 | |
A Possum's Favorite Game In-game content art | The video game -unfortunately- has used AI for in-game image generations such as portraits and paintings only. | Through The Peephole | - | Jun 3, 2026 | |
紅蜘蛛2/Red Spider2 リマスター版 制作応援 ver. In-game content artaudio | Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission. | studio wasp | - | Jun 3, 2026 | |
The Son of Stone In-game content audioart | AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures. | Team Revolution | - | Jun 3, 2026 | |
C.A.P.Y. He's got a licence to chill... and a flash bang In-game content audioart | We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable. | FFS | - | Jun 3, 2026 | |
門 GATE In-game content arttext | Generative AI tools were used during parts of the development process for concept exploration, visual reference generation, and early-stage artwork ideation. All final in-game content, gameplay systems, and implementation were reviewed, modified, and integrated by the developer. | OYONE Studio | - | Jun 3, 2026 | |
Cursed Soulless Vagabonds In-game content art | Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team. | Ensorium | - | Jun 3, 2026 | |
IT NEVER LEAVES YOU In-game content audio | The English voice acting was created using generative AI technology | Dominik Wolfram | - | Jun 3, 2026 | |
Endangered In-game content art | Some textures and mesh concepts were initially generated using AI-assisted tools. All assets have been significantly modified, refined, and integrated manually using 3d software. The developer is working to rid the game of AI generated content come launch. | Christopher Considine | - | Jun 3, 2026 | |
out of light In-game content art | AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay. | c4ca.exe | - | Jun 3, 2026 | |
Litmustest In-game content text | AI tools were used during the localization process and then manually reviewed by a human.
All in-game and promotional art was authored by a person and not made with generative AI. | Underwater Castle Inc. | - | Jun 3, 2026 | |
War of Blobs Dev only | Some AI-assistance was used during the development of this game. | Modest Catastrophe Games | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Gun Shop 3 In-game content art | Generative AI was used to bake NPC clothing. | Mall Ninja Studio, LLC | - | Jun 3, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Sabre Hunter: Keep On Moving In-game content arttext | For some textures — house windows, a backdrop with the city.
For localization. | untold.Soft | - | May 23, 2026 | |
Ruin Blade In-game content artcode | This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets.
All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources. | qwellk | - | May 23, 2026 | |
ClockOut In-game content art | Generative AI was used in the creation of some art assets in this game. | f8game.studio | - | May 23, 2026 | |
白书传说 In-game content text | The English translation of this game was completed with AI assistance. | Hairtails | 32 | May 23, 2026 | |
女武者 In-game content artaudiocodetext | All in-game assets are AI-generated and then undergo secondary processing. | MYSTERY CROWN | - | May 23, 2026 | |
Miles To Nowhere In-game content art | Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere. | Devilooper_Studios | - | May 23, 2026 |