Some marketing images (e.g. Steam header and capsule art) were partially AI-assisted and later manually edited.
- Creator
- Kyrsoft Studios
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,512 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 marketing images (e.g. Steam header and capsule art) were partially AI-assisted and later manually edited.
We used AI tools to help prepare some of our game assets and enhance our screenshots.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
There is an optional 100% local and open source AI to create an antagonistic voice taunting the player based on their actions, which can be disabled entirely.
Some promotional artwork on this page was created using AI-assisted tools. All in-game assets are original and manually created for the project.
Some of the promotional materials in the game are generated using ai
This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals. No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality.
The game logo created using AI-based tools.
Promotional materials, banners, and some icons contain AI generated material.
We utilized generative AI to create the game’s intro video, as well as to assist in the production of minor in-game assets such as handwritten notes, paintings, and certain textures. These tools were used to enhance visual variety and accelerate asset creation, while all core gameplay elements, design decisions, and final integrations were handled and refined by the development team.
Our game leverages the power of AI in two key areas: Visual Content: Some in-game graphics and visual assets were created using AI tools, enhancing the artistic quality and ensuring a unique experience for players. Promotional Materials: The images and descriptions you see on this store page were generated with the help of AI, designed to provide clear and engaging information about the game. This ensures a creative and dynamic approach to both the game’s design and its presentation to the community.
Some images or backgrounds for the image were made or partially processed using AI.
Some images on the store page have been created using artificial intelligence.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content.
We only used AI-generated content for Steam capsule images.
Generative AI is used to generate texture of certain models
AI is used to create 2D images for making 3D assets later.
This game does not use artificial intelligence during gameplay. However, AI tools were used to assist in creating certain promotional and marketing materials, such as key art and visual assets for the store page.
Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software. All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design. The game itself does not generate or modify content in real time.
It can be used in game videos.
The story, narrative, and core implementation are entirely human-made. AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora). Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals. Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive.
Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans.
Generative AI was used only to create some pre-rendered in-game visual assets.
Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated
Logo was generated with AI.
Nano Banana & Tripio used for some visual assets.
This game used generative AI in a limited capacity during development to assist with Blueprint/code writing and debugging. It does not include any features that generate content or code in real time during gameplay, and no art, textures, sounds, story elements, marketing images were created using generative AI.
This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction.
About the Use of AI During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only. All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team. Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services. The game runs entirely offline, with no external data transmission or use of online AI APIs.
AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio. All such materials were manually reviewed and approved by the development team. The final game does not rely on AI-generated content during gameplay.
AI tools were used during development to assist with game code and visual design. The AI helped with coding support, debugging suggestions, and creating certain visual assets such as icons and background elements. No AI-generated content is produced in real time during gameplay — all AI-assisted work was done before release to improve development efficiency and visual quality.
Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay.
AI has been used to generate some of the icons used in Hex-Calibre's UI.
AI was used for marketing materials, translations and some in-game models, textures and sounds.
Music and some textures generated by AI.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
This game includes resources that are generated by using AI. (Textures, 3D Models, and Voice)
Some visual and textual elements used in the game's marketing materials were created with the assistance of artificial intelligence tools. No AI is used during gameplay, and all in-game content is designed and implemented manually.
Trailer section and some of the game’s models were created with the assistance of AI. However, the overall content and design of the game were designed by us. AI was used only to support us in the visual aspects of the project.
Paintings were generated with AI.
Some visual assets such as in-game posters were created using generative AI tools during development. All AI generated content was reviewed and edited manually to ensure originality and compliance with Steam guidelines.
You can have voice chats with artificial intelligence customer avatars.
Some UI assets,BGM and SFX are created by AI
Generative AI was partially used in the production of the key visuals, title logo, and the posters within the maps for this work.
Some of ingame background music
Only some UI art
Kinmen Kill uses a custom-built AI agent that operates directly within the Unity Editor to write code and develop the game.
The artist used artificial intelligence to create the capsule images
We use AI for Theme Songs, Voiceovers, Visual Content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ADHD Simulator Store/marketing art | Some marketing images (e.g. Steam header and capsule art) were partially AI-assisted and later manually edited. | Kyrsoft Studios | - | Mar 18, 2026 | |
VanVive Together : Survival RV Store/marketing art | We used AI tools to help prepare some of our game assets and enhance our screenshots. | Co-Op Station | - | Mar 18, 2026 | |
Doctor Visit In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
Noelle Live AI audio | There is an optional 100% local and open source AI to create an antagonistic voice taunting the player based on their actions, which can be disabled entirely. | Bandaloop Games GmbH | - | Mar 18, 2026 | |
Black Signal In-game content art | Some promotional artwork on this page was created using AI-assisted tools. All in-game assets are original and manually created for the project. | Matthew Lalande | - | Mar 18, 2026 | |
金宵公寓事件 Store/marketing art | Some of the promotional materials in the game are generated using ai | Buddy Studio | 27 | Mar 18, 2026 | |
Mikseli: Genesis Store/marketing art | This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals.
No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality. | Mikseli Oy | - | Mar 18, 2026 | |
Prichal Store/marketing art | The game logo created using AI-based tools. | PrichalGames | - | Mar 18, 2026 | |
Revenant In-game content art | Promotional materials, banners, and some icons contain AI generated material. | David Haynes | - | Mar 18, 2026 | |
Kashtah In-game content art | We utilized generative AI to create the game’s intro video, as well as to assist in the production of minor in-game assets such as handwritten notes, paintings, and certain textures. These tools were used to enhance visual variety and accelerate asset creation, while all core gameplay elements, design decisions, and final integrations were handled and refined by the development team. | Dannana Gaming | - | Mar 18, 2026 | |
LootRun In-game content art | Our game leverages the power of AI in two key areas:
Visual Content: Some in-game graphics and visual assets were created using AI tools, enhancing the artistic quality and ensuring a unique experience for players.
Promotional Materials: The images and descriptions you see on this store page were generated with the help of AI, designed to provide clear and engaging information about the game.
This ensures a creative and dynamic approach to both the game’s design and its presentation to the community. | Four Arms Games | - | Mar 18, 2026 | |
Express No. 6 In-game content art | Some images or backgrounds for the image were made or partially processed using AI. | ASK_GAMES | 121 | Mar 18, 2026 | |
Among Paws Store/marketing art | Some images on the store page have been created using artificial intelligence. | HOGO Games | - | Mar 18, 2026 | |
A Date With Yuika In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
她的狩猎场 In-game content artaudio | During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content. | 电子冰块Cybertech | - | Mar 18, 2026 | |
Minsgon Simulator: Prologue Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | - | Mar 18, 2026 | |
取件码 In-game content art | Generative AI is used to generate texture of certain models | Michi Games | - | Mar 18, 2026 | |
Dave's Wrecking Yard 3D Dev only art | AI is used to create 2D images for making 3D assets later. | Dave C | 17 | Mar 18, 2026 | |
THE ONES BEYOND Store/marketing art | This game does not use artificial intelligence during gameplay. However, AI tools were used to assist in creating certain promotional and marketing materials, such as key art and visual assets for the store page. | Evolen Studios | - | Mar 18, 2026 | |
Somnolence In-game content artaudio | Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software.
All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design.
The game itself does not generate or modify content in real time. | Somberlight Games | - | Mar 18, 2026 | |
Veteran Racer Unclear | It can be used in game videos. | Veteran Racer Corp | - | Mar 18, 2026 | |
Spirit Catcher 93' In-game content audioart | The story, narrative, and core implementation are entirely human-made.
AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora).
Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals.
Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive. | APEX GAME STUDIOS LTD | - | Mar 18, 2026 | |
Cassandra's Show In-game content textaudio | Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans. | Swytapp Games | - | Mar 18, 2026 | |
B.I.D. In-game content art | Generative AI was used only to create some pre-rendered in-game visual assets. | HOGO Games | - | Mar 18, 2026 | |
Excavator Simulator REMAKE Store/marketing art | Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated | idris Celik | - | Mar 18, 2026 | |
Gamble Your Breath Store/marketing art | Logo was generated with AI. | Alice Games | 19 | Mar 18, 2026 | |
Hotdog Delivery Hotdog In-game content art | Nano Banana & Tripio used for some visual assets. | tinyaxe | - | Mar 18, 2026 | |
Forbidden Fable Dev only code | This game used generative AI in a limited capacity during development to assist with Blueprint/code writing and debugging. It does not include any features that generate content or code in real time during gameplay, and no art, textures, sounds, story elements, marketing images were created using generative AI. | 에브돈:게임즈 | - | Mar 18, 2026 | |
Gaussian Mansion In-game content art | This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction. | José Tijerín | - | Mar 18, 2026 | |
Project Substrata Live AI arttext | About the Use of AI
During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only.
All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team.
Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services.
The game runs entirely offline, with no external data transmission or use of online AI APIs. | Studio Substrata | - | Mar 18, 2026 | |
Veil Realm In-game content artaudiocode | AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio.
All such materials were manually reviewed and approved by the development team.
The final game does not rely on AI-generated content during gameplay. | Hitek Games | - | Mar 18, 2026 | |
DigScape In-game content artcode | AI tools were used during development to assist with game code and visual design. The AI helped with coding support, debugging suggestions, and creating certain visual assets such as icons and background elements. No AI-generated content is produced in real time during gameplay — all AI-assisted work was done before release to improve development efficiency and visual quality. | Pixellow Official | - | Mar 18, 2026 | |
Silent Chamber In-game content audioart | Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay. | Sumonux Games | - | Mar 18, 2026 | |
Hex-Caliber In-game content art | AI has been used to generate some of the icons used in Hex-Calibre's UI. | Hollow Ember | - | Mar 18, 2026 | |
Dzyun Battle 2026 In-game content artaudiotext | AI was used for marketing materials, translations and some in-game models, textures and sounds. | Just Making Games | - | Mar 18, 2026 | |
BONK THE BOYKISSER In-game content audioart | Music and some textures generated by AI. | akhsotoen | 140 | Mar 18, 2026 | |
Christmas Fables: Nutcracker's Tale Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Mar 18, 2026 | |
After the Curtain Call In-game content artaudio | This game includes resources that are generated by using AI. (Textures, 3D Models, and Voice) | Team Curtain Call | - | Mar 18, 2026 | |
Requiem In-game content arttext | Some visual and textual elements used in the game's marketing materials were created with the assistance of artificial intelligence tools.
No AI is used during gameplay, and all in-game content is designed and implemented manually. | ReaskGames | - | Mar 18, 2026 | |
Belkız Ana Store/marketing art | Trailer section and some of the game’s models were created with the assistance of AI. However, the overall content and design of the game were designed by us. AI was used only to support us in the visual aspects of the project. | ÖtüGen Studios | - | Mar 18, 2026 | |
Diarrhea Disaster In-game content art | Paintings were generated with AI. | Diarrhea Games | - | Mar 18, 2026 | |
Dark Virus In-game content art | Some visual assets such as in-game posters were created using generative AI tools during development. All AI generated content was reviewed and edited manually to ensure originality and compliance with Steam guidelines. | Blue Tiger Games | - | Mar 18, 2026 | |
CAR ROBOT Market Simulator Modavuj Multiplayer Live AI text | You can have voice chats with artificial intelligence customer avatars. | Modavuj Games | - | Mar 18, 2026 | |
乾坤掷:镇宝阁推币机 In-game content artaudio | Some UI assets,BGM and SFX are created by AI | 刚正面的红领巾 | 45 | Mar 18, 2026 | |
みつめ Store/marketing art | Generative AI was partially used in the production of the key visuals, title logo, and the posters within the maps for this work. | 382 PROJECT | 129 | Mar 18, 2026 | |
AstroDiner Manager In-game content audio | Some of ingame background music | OneUnit Games | - | Mar 18, 2026 | |
Mystic Tavern In-game content art | Only some UI art | Bubba's Dev | - | Mar 18, 2026 | |
Kinmen Kill Dev only code | Kinmen Kill uses a custom-built AI agent that operates directly within the Unity Editor to write code and develop the game. | Kongroth | - | Mar 18, 2026 | |
Temple of the Green Moon: Prologue Store/marketing art | The artist used artificial intelligence to create the capsule images | OLKON GAMES | 29 | Mar 18, 2026 | |
Divine Ruins In-game content audioart | We use AI for Theme Songs, Voiceovers, Visual Content. | Blank Page Games | - | Mar 18, 2026 |