We used AI to generate artworks only. entire game mechanics, assets and other things are human made
- Creator
- Redcontroller Interactive
- Reviews
- -
- Added
- Sep 28, 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.
We used AI to generate artworks only. entire game mechanics, assets and other things are human made
Some store and library capsule art was produced with image-generation tools (SDXL and a chat assistant) using our own in-game screenshots as the input image. The underlying game content -- models, textures, code, text -- is authored by us without generative AI. All generated art was reviewed by us before publication.
I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages.
Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay.
Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work.
Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game.
Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation.
code and translation.
Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game.
This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay.
The Art 2d art in the main menu was AI generated through chat gpt.
We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content.
AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans. No AI-generated assets(art, audio, code) are included.
Contains some assets created with generative AI tools.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game: - Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats. - The match music loop and the match sound effects: audio generation, edited and loudness-normalised. - The announcer voice in the trailer: voice generation. No AI runs while you play. The game is fully offline and generates nothing at runtime.
Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion.
Generative AI tools were used during development across visual assets, audio, and written content. AI-assisted outputs were substantially edited, composited, photobashed and hand-painted by the developer before inclusion in the game. No generative AI is used at runtime.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content. AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game. AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Mesh generation, voices, music
Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer.
"All artwork and video scenes in this game were pre-generated using AI tools. The in-game content is completely fixed, and no adult content or mode-switching code/mechanics are provided."
Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop.
All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer.
The announcement artwork was created with the help of generative AI. I also use AI coding agents for debugging and development assistance. A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. AI-assisted tools were also used during the development of this game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DEADLINE: LAST CHECKPOINT In-game content art | We used AI to generate artworks only. entire game mechanics, assets and other things are human made | Redcontroller Interactive | - | Sep 28, 2026 | |
Dealer's Tell: All Bets Are Final Store/marketing art | Some store and library capsule art was produced with image-generation tools
(SDXL and a chat assistant) using our own in-game screenshots as the input
image. The underlying game content -- models, textures, code, text -- is
authored by us without generative AI. All generated art was reviewed by us
before publication. | MistaNonik | - | Sep 28, 2026 | |
NARON In-game content text | I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages. | TIDERAFT | - | Sep 28, 2026 | |
Gunsfield Store/marketing art | Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools. | 047 Game Studios | - | Sep 28, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
Cascade In-game content artaudiotext | Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay. | 14Dimension Enterprise | - | Sep 27, 2026 | |
Hollowfall In-game content art | Generative AI tools were used during development to assist with the creation of certain pre-generated visual and 3D art assets used in the game. AI-assisted content is reviewed, selected, edited, and integrated by the developer. Hollowfall does not generate AI content during gameplay. | Afterlight Games | - | Sep 27, 2026 | |
Vamblo In-game content artaudiotext | Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay. | firearlydev | - | Sep 27, 2026 | |
HEXPANSE In-game content artaudiotext | Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game. | Seedforge Studio | - | Sep 27, 2026 | |
Dino Warband In-game content arttext | Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime. | Slate Relay | - | Sep 27, 2026 | |
JANKEN 100 In-game content artaudiotext | Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay. | LACADA | - | Sep 27, 2026 | |
Escape From Chronos In-game content artcode | Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation. | Drifting Minds Studio | - | Sep 27, 2026 | |
Undercurrent: The Hollow Crown In-game content art | Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work. | Seitaku | - | Sep 27, 2026 | |
Advancing Legion In-game content art | Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game. | 1029studio | - | Sep 27, 2026 | |
Necrolord In-game content art | Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation. | Daniel Nasseh | - | Sep 27, 2026 | |
NECROFESTMASSACRE Unclear codetext | code and translation. | Crush-vAdin | - | Sep 27, 2026 | |
Emergency Warp In-game content artaudio | Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game. | Erbcode | - | Sep 27, 2026 | |
チョーリーを探せ! In-game content artaudiotextcode | This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay. | wasshon | - | Sep 27, 2026 | |
The Anomalarian In-game content art | The Art 2d art in the main menu was AI generated through chat gpt. | Sion Kruger | - | Sep 27, 2026 | |
One Button Sports In-game content arttextcode | We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content. | Pixelated Games | - | Sep 27, 2026 | |
Chrona & Sirona In-game content text | AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans.
No AI-generated assets(art, audio, code) are included. | Kiichi | - | Sep 27, 2026 | |
OVC Unclear | Contains some assets created with generative AI tools. | Noetherian Studios | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
Hextinction: Tower Defense In-game content artaudio | Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI. | A2L Games | - | Sep 26, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Entity Unknown In-game content arttextcode | Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay. | Blackbox Interactive | - | Sep 25, 2026 | |
Coldstar In-game content arttext | Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay. | Coldstar Games | - | Sep 25, 2026 | |
Spirestorm In-game content art | Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay. | nextgenrungames | - | Sep 25, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Tower of Hyakki In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running. | SANO_ISAO | - | Sep 25, 2026 | |
Remnants of Vaedra: Tales of the Dicebound In-game content artaudiotext | Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing. | Doc Origins LLC | - | Sep 25, 2026 | |
1PX BOSS RUSH In-game content arttext | Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer. | janchiguksu | - | Sep 25, 2026 | |
Studs Up! Win Ugly In-game content artaudiotext | Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime. | Gand | - | Sep 25, 2026 | |
Star Steel Vanguard In-game content art | Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion. | Patch Notes Games | - | Sep 25, 2026 | |
Ugly Jack In-game content artaudiotext | Generative AI tools were used during development across visual assets, audio, and written content. AI-assisted outputs were substantially edited, composited, photobashed and hand-painted by the developer before inclusion in the game. No generative AI is used at runtime. | Factory Kid | - | Sep 25, 2026 | |
Orbtrix In-game content artaudiotext | Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages. | Sinonium | - | Sep 25, 2026 | |
Hollow Covenant In-game content artaudio | Mesh generation, voices, music | Fellow Software LTDA | - | Sep 25, 2026 | |
Cubeshire In-game content text | Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer. | Richard Hawkesford | - | Sep 25, 2026 | |
초요소녀 리리나 에볼루션 In-game content art | "All artwork and video scenes in this game were pre-generated using AI tools. The in-game content is completely fixed, and no adult content or mode-switching code/mechanics are provided." | SEO SOFT | - | Sep 25, 2026 | |
Ultimate RPS Championship In-game content artcode | Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop. | CLQ Gaming | - | Sep 25, 2026 | |
We Will Die For You In-game content artaudiocode | All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer. | Front Porch Games, LLC | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 | |
Dungeon Descent Dev only code | AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features. | Leviathan Corporation | - | Sep 25, 2026 | |
MOBBED Store/marketing art | Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay. | Stari Studios | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
MÁG In-game content art | Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer. | darth.games | - | Sep 25, 2026 | |
Joey's Slimeventure In-game content artcode | The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release. | Joshua Pond | - | Sep 25, 2026 | |
香腸大冒險 Sausage Adventure In-game content artaudiotext | AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running. | Ladle Lantern | - | Sep 24, 2026 | |
War From Above Unclear | Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. AI-assisted tools were also used during the development of this game. | BERCAMILAN | - | Sep 24, 2026 |