Some store page art or in-game art may eventually be AI-generated
- Creator
- Overaction Game Studio
- Reviews
- 38
- Added
- Mar 18, 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.
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 store page art or in-game art may eventually be AI-generated
Music and 2D Graphics are made with AI generated content.
We use AI to create images of craft items to make the drinks that appear in our games. Generative AI was utilized to create walking animation of characters.
AI has been used for pre-rendered images
AI has been used to help develop the game's cover art.
We used AI to create images for the Store Page, main menu, and a few icons.
AI tools provided initial concept art for some marketing assets, and initial images for the introduction cutscenes which were edited by a developer.
AI is used to generate mass art assets used in the game, for example, the facial texture of generic soccer players and NPCs
The AI is used to generate images for the Steam page as well as help create in-game content.
Background music (instrumental)
Music generated by AI, some images referenced from AI
AI used for capsule art and logo design
We used Midjourney for the icons on the Steam page
The sounds in this game are generated using AI.
Vtuber paranoia : I'd like to inform you that all the in-game backgrounds in the graphic remaster used images produced using Generative AI.
Spud Customs is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us.
In-game voice-overs are made with AI.
Some parts of the game's cover art and music theme were created within software using a genAI pipepline.
- Some 3D models in game are generated using AI. - Some 2D graphic assets in game are generated using AI. - Some 2D graphic assets are used for screenshots and logos on Arcade Managers steam page.
This game uses AI-accelerated features to enhance gameplay and content creation.
We used AI to generate the two images we have in the game and the music, but we make a promise here: as soon as we can afford, we're getting rid of it and replacing it with human art.
Malware Tycoon uses AI to the most minimal extent possible. This includes some music (but never any lyrical content) and a minimal subset of graphics (less than 5%). AI is not used liberally in the production of Malware Tycoon, and where a feasible effort can be made to exclude it, that effort is executed.
A minimal amount of non-essential content (such as minor textures and some translations) was created with limited AI assistance. No core gameplay, narrative, or artistic content was generated using AI.
Only some character voices, radio tracks, and billboard advertisement textures were created using AI tools. The rest of the game's assets and models are sourced from artists and designers.
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain!
Pre-generated voice Text-to-Speech as productional placeholders where it makes sense creatively. Placeholders will be replaced by real voice acting as development continues. Please note: All voices were used consensually and voice actors were compensated for the use of their voices.
Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process.
AI used for game logo and icon generation
We use AI to generate illustrations for the game's text scenes.
Menu background illustration
The soundtrack was made using Udio
This game features AI-generated NPC voice lines and AI-generated store artwork.
Some AI generated Audio
Game uses AI to generate Achivement icons. No AI was used in-game.
We are a small indie game development team made up of two programmers and one animator. As a tiny group, we don’t have a dedicated artist, so we use AI-generated art in our projects. However, that doesn’t mean we cut corners—every detail is carefully chosen, and we pour our passion and effort into every aspect of the game. From coding to animation to design, we’re committed to creating something unique and enjoyable. Despite the challenges, we believe our creativity and dedication shine through. We're excited to share our vision with players and grow together as developers and storytellers.
We used AI to create the language for the game's store page and some of the visual assets. Specifically, the library images were generated using AI tools to ensure a high-quality and polished presentation. We aimed to deliver visually appealing content that matches the style and atmosphere of the game.
Game Logo Hot Dog icon is created with the help of an AI.
The vast majority of art materials in this game are generated using AI. But the generated art materials are mostly scenes, food, tables, chairs, benches, etc., so there is no copyright issue.
The Uncultured is a unique simulation game developed by a solo developer. In this game, players can place various art pieces on their museum walls, all of which were generated using artificial intelligence. Additionally, most of the feedback and comments left by visitors on your artworks and museum were also AI-generated to enhance the game's immersive experience. The use of artificial intelligence in The Uncultured is limited to art creation and visitor commentary.
Creating character and monster images.
In line with the theme of the game, AICE utilises AI generated images and voice content, with human adjustments and decoration added on top.
Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations.
Our game uses GenAI at run time in our game engine to power various gameplay mechanics so that the game can respond to whatever players say and do in the moment. We're excited to build on both known game dev tools and also develop new capabilities, all to be able to build games that are more improvisational and responsive to player creativity and agency. We did not use AI generation for any of our art assets, nor for the NPC customer motivations, personalities, or quests.
There are three elements of AI used within the game, these being: 1. The title screen artwork 2. Musical elements 3. The narration
Some Graphics, icons or design
This game is using generative AI for placeholder voiceover, music, character portraits and other 2D artwork.
Commander avatars used during the commander selection screen are AI generated.
We used AI to create capsules and icon for game's store page.
Some images are generated by artificial intelligence and refined by an illustrator.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TinyCraft Town Unclear art | Some store page art or in-game art may eventually be AI-generated | Overaction Game Studio | 38 | Mar 18, 2026 | |
Tiny House Simulator: Prologue In-game content audioart | Music and 2D Graphics are made with AI generated content. | FarFromSky | - | Mar 18, 2026 | |
Giggy Shangri-La In-game content art | We use AI to create images of craft items to make the drinks that appear in our games.
Generative AI was utilized to create walking animation of characters. | sookish | - | Mar 18, 2026 | |
DICTOCRACY Store/marketing art | AI has been used for pre-rendered images | A2B Games | - | Mar 18, 2026 | |
Top Burger Shop Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Store Wars: Prologue - Multiplayer Shop Simulator In-game content art | We used AI to create images for the Store Page, main menu, and a few icons. | Noham Games | 117 | Mar 18, 2026 | |
Vespia: Shield of Aberration Store/marketing art | AI tools provided initial concept art for some marketing assets, and initial images for the introduction cutscenes which were edited by a developer. | Hourglass Games | - | Mar 18, 2026 | |
中国足球模拟器 In-game content art | AI is used to generate mass art assets used in the game, for example, the facial texture of generic soccer players and NPCs | 悟空实验室 | 276 | Mar 18, 2026 | |
Nightclub Architect In-game content art | The AI is used to generate images for the Steam page as well as help create in-game content. | Setfire Ent. | - | Mar 18, 2026 | |
Octohill Ski Tycoon Unclear audio | Background music (instrumental) | DeuxBaguettes | 37 | Mar 18, 2026 | |
瘋狂地下餐酒館《Crazy Dungeon Tavern》 In-game content audioart | Music generated by AI, some images referenced from AI | 我的天啊工作室 | - | Mar 18, 2026 | |
Fish Shop Simulator Store/marketing art | AI used for capsule art and logo design | Lazy Turtle Games | 40 | Mar 18, 2026 | |
VR Store Simulator In-game content art | We used Midjourney for the icons on the Steam page | K&K Studio | - | Mar 18, 2026 | |
コントロールルーム In-game content audio | The sounds in this game are generated using AI. | uehara create | - | Mar 18, 2026 | |
버튜버 파라노이아 - Vtuber Paranoia In-game content art | Vtuber paranoia : I'd like to inform you that all the in-game backgrounds in the graphic remaster used images produced using Generative AI. | 유진게임즈 | 17 | Mar 18, 2026 | |
Spud Customs In-game content textartaudiocode | Spud Customs is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us. | Lost Rabbit Digital | - | Mar 18, 2026 | |
E-Commerce Simulator 2025 In-game content audio | In-game voice-overs are made with AI. | Voxel Bytes | 62 | Mar 18, 2026 | |
Pirate Cove Simulator artaudio | Some parts of the game's cover art and music theme were created within software using a genAI pipepline. | Kool2Play | 32 | Mar 18, 2026 | |
Arcade Manager In-game content art | - Some 3D models in game are generated using AI.
- Some 2D graphic assets in game are generated using AI.
- Some 2D graphic assets are used for screenshots and logos on Arcade Managers steam page. | Prosper Forge | - | Mar 18, 2026 | |
Ghost Master: Resurrection Live AI | This game uses AI-accelerated features to enhance gameplay and content creation. | Mechano Story Studio | 369 | Mar 18, 2026 | |
What Should I Eat In-game content artaudio | We used AI to generate the two images we have in the game and the music, but we make a promise here: as soon as we can afford, we're getting rid of it and replacing it with human art. | Fire Game Studios | - | Mar 18, 2026 | |
Malware Tycoon In-game content audioart | Malware Tycoon uses AI to the most minimal extent possible. This includes some music (but never any lyrical content) and a minimal subset of graphics (less than 5%).
AI is not used liberally in the production of Malware Tycoon, and where a feasible effort can be made to exclude it, that effort is executed. | JIMMY DIAMOND | - | Mar 18, 2026 | |
Unpeaceful In-game content arttext | A minimal amount of non-essential content (such as minor textures and some translations) was created with limited AI assistance. No core gameplay, narrative, or artistic content was generated using AI. | Experience10Games | - | Mar 18, 2026 | |
Pionero Capital In-game content audioart | Only some character voices, radio tracks, and billboard advertisement textures were created using AI tools.
The rest of the game's assets and models are sourced from artists and designers. | Pionero Games | - | Mar 18, 2026 | |
Anno 117: Pax Romana In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Ubisoft Mainz | 5.4k | Mar 18, 2026 | |
Roots of Harmony In-game content text | I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain! | Guillaume Beaumel | 20 | Mar 18, 2026 | |
How to God In-game content audio | Pre-generated voice Text-to-Speech as productional placeholders where it makes sense creatively. Placeholders will be replaced by real voice acting as development continues. Please note: All voices were used consensually and voice actors were compensated for the use of their voices. | Thoughtfish GmbH | - | Mar 18, 2026 | |
Systemic War In-game content art | Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process. | Play of Battle SA | - | Mar 18, 2026 | |
Electronics Shop Simulator In-game content art | AI used for game logo and icon generation | Vio Games | - | Mar 18, 2026 | |
Decadent Heir In-game content art | We use AI to generate illustrations for the game's text scenes. | PRdroid Games | - | Mar 18, 2026 | |
SynthetiCell BioClicker In-game content art | Menu background illustration | furiousDevPhoenix | - | Mar 18, 2026 | |
SpiceX In-game content audio | The soundtrack was made using Udio | b0gie | - | Mar 18, 2026 | |
Sheltered from the Storm In-game content audioart | This game features AI-generated NPC voice lines and AI-generated store artwork. | Echo Loop Games | - | Mar 18, 2026 | |
Parking Attendant Simulator In-game content audio | Some AI generated Audio | Drakspire Interactive | - | Mar 18, 2026 | |
Mayor of Woodtree Village In-game content art | Game uses AI to generate Achivement icons.
No AI was used in-game. | Pre-Tech PC Services | - | Mar 18, 2026 | |
Pawn & Roll In-game content art | We are a small indie game development team made up of two programmers and one animator. As a tiny group, we don’t have a dedicated artist, so we use AI-generated art in our projects. However, that doesn’t mean we cut corners—every detail is carefully chosen, and we pour our passion and effort into every aspect of the game. From coding to animation to design, we’re committed to creating something unique and enjoyable. Despite the challenges, we believe our creativity and dedication shine through. We're excited to share our vision with players and grow together as developers and storytellers. | Julio Duque Montero | - | Mar 18, 2026 | |
Greengrocer Simulator 2024 Store/marketing textart | We used AI to create the language for the game's store page and some of the visual assets. Specifically, the library images were generated using AI tools to ensure a high-quality and polished presentation. We aimed to deliver visually appealing content that matches the style and atmosphere of the game. | Seven&Seven Studios | 12 | Mar 18, 2026 | |
Hot Dog Simulator In-game content art | Game Logo Hot Dog icon is created with the help of an AI. | Han GAMES | - | Mar 18, 2026 | |
人生模拟器 Life Simulator In-game content art | The vast majority of art materials in this game are generated using AI. But the generated art materials are mostly scenes, food, tables, chairs, benches, etc., so there is no copyright issue. | Little Blue Studio | - | Mar 18, 2026 | |
The Uncultured In-game content arttext | The Uncultured is a unique simulation game developed by a solo developer. In this game, players can place various art pieces on their museum walls, all of which were generated using artificial intelligence. Additionally, most of the feedback and comments left by visitors on your artworks and museum were also AI-generated to enhance the game's immersive experience. The use of artificial intelligence in The Uncultured is limited to art creation and visitor commentary. | Kosippy | - | Mar 18, 2026 | |
The Hunting! Store/marketing art | Creating character and monster images. | BlackHusHPuppy | - | Mar 18, 2026 | |
AICE In-game content artaudio | In line with the theme of the game, AICE utilises AI generated images and voice content, with human adjustments and decoration added on top. | Phillip Drew | - | Mar 18, 2026 | |
Belatoris In-game content arttext | Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations. | Adrian Labudzki | - | Mar 18, 2026 | |
Retail Mage code | Our game uses GenAI at run time in our game engine to power various gameplay mechanics so that the game can respond to whatever players say and do in the moment.
We're excited to build on both known game dev tools and also develop new capabilities, all to be able to build games that are more improvisational and responsive to player creativity and agency.
We did not use AI generation for any of our art assets, nor for the NPC customer motivations, personalities, or quests. | Jam & Tea Studios | 45 | Mar 18, 2026 | |
Mouth Trap In-game content artaudiotext | There are three elements of AI used within the game, these being:
1. The title screen artwork
2. Musical elements
3. The narration | Regressive Games Ltd. | - | Mar 18, 2026 | |
My Happy Village in the Kingdom Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
Wild West Pioneers In-game content audioart | This game is using generative AI for placeholder voiceover, music, character portraits and other 2D artwork. | EmpireCraft Studios | - | Mar 18, 2026 | |
Rogue Battalion In-game content art | Commander avatars used during the commander selection screen are AI generated. | Zappy Turtle | - | Mar 18, 2026 | |
Road Motel Simulator In-game content art | We used AI to create capsules and icon for game's store page. | Unnamed Devs | - | Mar 18, 2026 | |
The Succession of Changing Kings Store/marketing art | Some images are generated by artificial intelligence and refined by an illustrator. | KwaKwaGames | 480 | Mar 18, 2026 |