Some word lists used for typing practice were generated with ChatGPT and manually reviewed.
- Creator
- VLighter
- Reviews
- -
- Added
- Oct 4, 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 word lists used for typing practice were generated with ChatGPT and manually reviewed.
本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。
Generative AI is used for prototyping and placeholders. Real paid human artwork is important and any remaining AI elements at release are accidental.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans.
Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game.
Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI. Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools. The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game. All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand Some store visuals modified with AI assistance
Generative AI was used to assist in the creation of the game's library logo artwork. No AI-generated content is created during gameplay.
Marketing materials, audio.
Generative AI was used to create the background artwork in the Steam store and library images, and the Drift Quest logo, which also appears in the game. AI tools were also used during development: AI coding assistants helped write the game's code, the store description was written with AI assistance, and the game and store texts were translated into 29 languages and reviewed with AI. AI also helped write some of the game's English text, such as quest, item and spell names. The in-game interface and icon art comes from licensed asset packs, and the music is licensed from Phat Phrog Studios. No content is generated by AI while you play.
We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand.
Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services.
An AI assistant (Claude) was used during development. It wrote the in-game text translations, the store page text, and the scripts that build many of the game's 3D models, animations and textures, all under the developer's direction and review. Nothing is generated by AI while you play. All sounds are real recordings from CC0 libraries.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game.
Art/visual assets in the game and on the Steam store page were created with AI assistance. No AI-generated content is created during gameplay.
Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
AI was used to create the art for My First Beehive.
Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists.
AI tools were used to assist in the creation of store Assets
Some of the game assets were created using AI
Some images were created by AI. Some code was written by AI.
Generative AI was used during development to assist with programming and to create some character models, object assets, sound effects, and music.
Pretty much all assets are AI generated. The game was designed and tested by a human.
Generative AI tools were used during development to create and refine visual assets, artwork, and music. These assets are prepared in advance, the game does not generate AI content during gameplay.
Generative AI tools assisted the creation of character and environment artwork, item and UI art, store artwork, and parts of the story and localization. These are pre-created assets included with the game. The game does not generate content during play or connect to external AI services.
Generative AI was used during development to create images for in-game assets.
Generative AI was used only for initial art concepts. Post-processing, stylization, animation, and music were created independently by the developer.
Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
1% AI, 99% made by me
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
"Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements."
We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
AI has been used to help develop the game's cover art.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
This game uses generative AI tools to help create some artwork and store page text. All AI-assisted content is reviewed by the developer before use.
Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
Some of the UI interfaces
Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page. These images are promotional illustrations and are a good representation of the in-game visuals.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
JUST TYPE Dev only text | Some word lists used for typing practice were generated with ChatGPT and manually reviewed. | VLighter | - | Oct 4, 2026 | |
线之缀 Stitching the Invisible Journal Dev only textart | 本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。 | xianzhizhui Studio | - | Oct 4, 2026 | |
Lanternbound Dev only art | Generative AI is used for prototyping and placeholders. Real paid human artwork is important and any remaining AI elements at release are accidental. | Espersen Software | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
Night Intake In-game content audioart | Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay. | Black Relay | - | Oct 4, 2026 | |
Electric Noosphere In-game content artaudiocode | Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay. | Simulated Flow UG | - | Oct 4, 2026 | |
Abyssal Moonlight-Chapter1 In-game content textcode | ※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans. | Garurai | - | Oct 4, 2026 | |
Star Stranded Scrappers In-game content art | Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game. | Martilo Games | - | Oct 4, 2026 | |
Stay with me In-game content artaudio | Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI.
Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools.
The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game.
All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation. | Marselok Games | - | Oct 4, 2026 | |
Dice Sort Together: Arcane Hall In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance | Smobu | - | Oct 4, 2026 | |
Achluophobia: Dark Forest Escape Store/marketing art | Generative AI was used to assist in the creation of the game's library logo artwork. No AI-generated content is created during gameplay. | ARTNOVATION | - | Oct 4, 2026 | |
DRIMO: The Play Pact Store/marketing audioart | Marketing materials, audio. | DrimoStudios | - | Oct 4, 2026 | |
Drift Quest In-game content arttext | Generative AI was used to create the background artwork in the Steam store and library images, and the Drift Quest logo, which also appears in the game. AI tools were also used during development: AI coding assistants helped write the game's code, the store description was written with AI assistance, and the game and store texts were translated into 29 languages and reviewed with AI. AI also helped write some of the game's English text, such as quest, item and spell names. The in-game interface and icon art comes from licensed asset packs, and the music is licensed from Phat Phrog Studios. No content is generated by AI while you play. | NecoPlanet | - | Oct 4, 2026 | |
Windfall In-game content art | We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand. | Nasty's Dev | - | Oct 4, 2026 | |
The Hollow Servant Store/marketing art | Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services. | 33 Games | - | Oct 3, 2026 | |
I Just Wanted to Fish In-game content textartcode | An AI assistant (Claude) was used during development. It wrote the in-game text translations, the store page text, and the scripts that build many of the game's 3D models, animations and textures, all under the developer's direction and review. Nothing is generated by AI while you play. All sounds are real recordings from CC0 libraries. | Auscan Games | - | Oct 3, 2026 | |
CrossVeil In-game content arttext | Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play. | Paulie Productions | - | Oct 3, 2026 | |
Lawncrest Mall In-game content art | Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game. | Halfway Home Studios | - | Oct 3, 2026 | |
Scent of You Store/marketing art | Art/visual assets in the game and on the Steam store page were created with AI assistance. No AI-generated content is created during gameplay. | Framea Studios | - | Oct 3, 2026 | |
DEEPER Store/marketing art | Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay. | s4eyo | - | Oct 3, 2026 | |
Steel Umbrella Store/marketing text | Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay. | Kairon Games | - | Oct 3, 2026 | |
My First Beehive In-game content art | AI was used to create the art for My First Beehive. | Joyner Labs | - | Oct 3, 2026 | |
The Last Curator In-game content text | Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists. | Tilewise | - | Oct 3, 2026 | |
ROCK CORE Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 3, 2026 | |
Tiny Paradise In-game content | Some of the game assets were created using AI | Aries Echo Studio | - | Oct 3, 2026 | |
GENA GORIN Dev only artcode | Some images were created by AI. Some code was written by AI. | MAXORKA GAMES | - | Oct 3, 2026 | |
Security Duty In-game content artaudiocode | Generative AI was used during development to assist with programming and to create some character models, object assets, sound effects, and music. | scarGAMES | - | Oct 3, 2026 | |
Light Factory In-game content artaudiocodetext | Pretty much all assets are AI generated. The game was designed and tested by a human. | Sean Reilly | - | Oct 3, 2026 | |
Restore Earth In-game content artaudio | Generative AI tools were used during development to create and refine visual assets, artwork, and music. These assets are prepared in advance, the game does not generate AI content during gameplay. | GreenGames | - | Oct 3, 2026 | |
Veins of the Sleeping Moon In-game content arttext | Generative AI tools assisted the creation of character and environment artwork, item and UI art, store artwork, and parts of the story and localization. These are pre-created assets included with the game. The game does not generate content during play or connect to external AI services. | 열매스튜디오 | - | Oct 3, 2026 | |
Tickerbound In-game content art | Generative AI was used during development to create images for in-game assets. | DANQ | - | Oct 3, 2026 | |
The Co-Exist Files Dev only art | Generative AI was used only for initial art concepts.
Post-processing, stylization, animation, and music were created independently by the developer. | Vic Lin | - | Oct 3, 2026 | |
Brine and Brass In-game content artaudiotextcode | Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay. | Remoria | - | Oct 3, 2026 | |
Case Opened In-game content art | Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release. | Under20 | - | Oct 3, 2026 | |
Mall Corp Dev only | 1% AI, 99% made by me | tempxxi | - | Oct 3, 2026 | |
Owl Skips In-game content art | Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding. | OwlCommunity | - | Oct 3, 2026 | |
LUMENKEEP In-game content artaudiocode | LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play. | Milivoje Simonovic | - | Oct 3, 2026 | |
Skate N Chill In-game content artaudio | Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay. | Off Hours Studio | - | Oct 3, 2026 | |
Something in the Rows In-game content art | Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy. | Distorted Games Studio | - | Oct 3, 2026 | |
Crawlgan In-game content artaudiotext | Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play. | Haz Studio | - | Oct 3, 2026 | |
GRID64 In-game content art | "Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements." | Frederico Dos Santos Lima | - | Oct 3, 2026 | |
Tidy Up the Halloween Shop In-game content artaudiotext | We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon Games | - | Oct 3, 2026 | |
Alaska Survival Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 3, 2026 | |
Refluff: Carpet Cleaning ASMR In-game content art | Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play. | Vahov Games | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
The Grid Detective In-game content arttext | This game uses generative AI tools to help create some artwork and store page text. All AI-assisted content is reviewed by the developer before use. | Duskery | - | Oct 3, 2026 | |
Open Daily in NYC In-game content arttext | Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay. | Ruiqi | - | Oct 3, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 | |
My Dream War Unclear | Some of the UI interfaces | RUIRUI GAMES | - | Oct 3, 2026 | |
Station 12 In-game content art | Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page.
These images are promotional illustrations and are a good representation of the in-game visuals. | John Kircher | - | Oct 3, 2026 |