This game was developed with the help of AI.
- Creator
- Ares
- Reviews
- -
- Added
- Jun 3, 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.
This game was developed with the help of AI.
Ingame textures and images.
AI-generated translations/proofreading and minor artwork elements
AI is used for backgrounds, textures, and movies.
Some background music used in this game was created using generative AI
This game contains selected content created with the assistance of generative artificial intelligence tools. This includes certain 3D models, textures, sound effects, and graphical assets that were generated or processed using AI technology, and subsequently reviewed and integrated by our development team. Generative AI was used as a supplementary tool in the creative process - all content has been manually reviewed, adjusted, and approved by human developers before being included in the game. We do not use generative AI to produce content in real time during gameplay.
The steam capsule artwork.
Some 3D models (not all), some images (not all), voice acting.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
AI is used to speed up the prototyping process. All final content is being made manually.
Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself.
Art Resource
Vertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content.
The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author.
Yes — achievement icons via PixelLab, VFX & SFX via ElevenLabs
Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
AI was used to help with programming and localization. There are no AI generated art, sound or music assets.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production. AI has been used primarily for: creating visual references and concept ideas assisting with marketing materials (e.g., text, scripts) experimenting with certain audio or atmospheric elements All content included in the final version of the game is reviewed, refined, and approved by the developer. Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
This game contains a small amount of AI-generated or AI-modified artwork.
NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive.
Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations.
The background image for the store page art and the in-game menu have been generated by AI.
This game features graphical and audio assets that were built using artificial intelligence.
AI tools were used for minor elements in promotional artwork.
I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players.
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners). Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality. All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team. If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game: 1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials. 2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game. All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
Font and Translation
AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand.
Some of the abnormal phenomena in this game include AI-generated content.
Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system.
Some of the VFX are made with the AI.
Assisted in writing some of the scripting or layouts.
Palimpsest features two visual styles: pixel art and realism point-and-click scenes. Some point-and-click assets are created using a combination of generative AI and Photoshop, contributing to the game’s intentionally unsettling visual tone.
Some visual assets and 3D models in this game were created with the assistance of AI tools. All such content is pre-rendered and does not change during gameplay.
Some visual and audio assets in the game were created or assisted using AI tools during development. These assets were further refined and integrated by the developer to ensure consistency and quality.
Some visual assets in this game were created with the assistance of AI-generated imagery tools during production.
Artificial intelligence was used to create icons and sound effects.
Used for the mother's voice and the voice of Daniel's significant other.
3D Models: Generative artificial intelligence is used to restore and recreate interior objects of the real building that were lost in the fire. Images: The paintings inside the manor are real photographs of artworks that once hung inside, but they have been enhanced and restored. Music & Sounds: Specially created to build a unique and immersive atmosphere.
Some of the images are generated using AI.
As a solo developer, I utilize generative AI tools to assist in creating base 3D assets, environmental props, and certain 2D visual elements to streamline the development process. Additionally, AI is used to support the initial localization of game text, which is then manually reviewed and refined to ensure accuracy and cultural relevance. Every AI-assisted asset and text is carefully hand-edited to fit the game's specific art style and technical standards.
This game uses minimal AI Image generation for some scenes.
The voiceover was done using artificial intelligence.
This game includes some images and text created with the assistance of generative AI.
This game uses AI to create assets(in game assets and steam shop) and vibe coding
AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay.
This game features AI-generated voice acting for the characters.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ELEMENTAL RUN Unclear | This game was developed with the help of AI. | Ares | - | Jun 3, 2026 | |
Tales of Tiolis In-game content art | Ingame textures and images. | Omne Lab | - | Jun 3, 2026 | |
Cursed House 16 In-game content textart | AI-generated translations/proofreading and minor artwork elements | LGT SIA | - | Jun 3, 2026 | |
AM I OK? In-game content art | AI is used for backgrounds, textures, and movies. | namimon | - | Jun 3, 2026 | |
Little Elementals In-game content audio | Some background music used in this game was created using generative AI | Hwi | - | Jun 3, 2026 | |
Midnight Hotel In-game content artaudio | This game contains selected content created with the assistance of generative artificial intelligence tools. This includes certain 3D models, textures, sound effects, and graphical assets that were generated or processed using AI technology, and subsequently reviewed and integrated by our development team.
Generative AI was used as a supplementary tool in the creative process - all content has been manually reviewed, adjusted, and approved by human developers before being included in the game. We do not use generative AI to produce content in real time during gameplay. | Lousy Developers | - | Jun 3, 2026 | |
Watch and Whisper Store/marketing art | The steam capsule artwork. | Binary Lunar | - | Jun 3, 2026 | |
G.H.O.S.T. Ghost Hunt Ops Special Team In-game content artaudio | Some 3D models (not all), some images (not all), voice acting. | Program Man | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Shell Inside Store/marketing art | Generative AI was used strictly during the pre-production and marketing phases to create corporate key art, capsule images, and promotional banners for the Steam store page. No AI-generated assets, code, or data are included within the game build itself. | Lavanda Studio | - | May 23, 2026 | |
Happy Little Farm Unclear | Art Resource | Kimbeauty | - | May 23, 2026 | |
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
content moderator. In-game content art | This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content. | READY! | - | May 23, 2026 | |
Sacrificium Dev only art | The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author. | Agard Games | - | May 23, 2026 | |
GRIMLOOP In-game content artaudio | Yes — achievement icons via PixelLab, VFX & SFX via ElevenLabs | Slipgun Studios | - | May 23, 2026 | |
Shardmirror In-game content art | Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | 咕咕呱呱 | - | May 23, 2026 | |
Encroaching Shadows In-game content codetext | AI was used to help with programming and localization.
There are no AI generated art, sound or music assets. | Azure Scorpion | - | May 23, 2026 | |
Days Of Reckoning: Last Battle In-game content arttextaudio | During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems. | Nice 2 Have | - | May 23, 2026 | |
Mortumn Quest : Homecoming In-game content art | This game contains a small amount of AI-generated or AI-modified artwork. | MLD Game | - | May 23, 2026 | |
Eruin Live AI text | NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive. | Veilstone Games | - | May 23, 2026 | |
Nobody's Erde In-game content audio | Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations. | Danger Hopeless | - | May 23, 2026 | |
Dark DieMansion In-game content art | The background image for the store page art and the in-game menu have been generated by AI. | Tempus Rift Games | - | May 23, 2026 | |
Soul Diagnosis In-game content artaudio | This game features graphical and audio assets that were built using artificial intelligence. | The J and J Show | - | May 23, 2026 | |
Not My Son Store/marketing art | AI tools were used for minor elements in promotional artwork. | Antantic | - | May 23, 2026 | |
The Shaman: What's in Your House? Dev only codetext | I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players. | Myosi | - | May 23, 2026 | |
Necromancer's Army In-game content audiotextart | Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release. | Wander & Wilt Studios | - | May 23, 2026 | |
Souls Divided In-game content arttext | AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development. | Stormdeep INC. | - | May 23, 2026 | |
Haunt & Hide In-game content artaudio | Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer. | devOMAR | - | May 23, 2026 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | May 23, 2026 | |
Metro Anomaly In-game content art | AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand. | KEXO | - | May 23, 2026 | |
Japan Stigmatized Property3 -日本事故物件監視協会- In-game content | Some of the abnormal phenomena in this game include AI-generated content. | 日本事故物件監視協会 | 85 | May 23, 2026 | |
Medium Chronicles: Room 644 In-game content text | Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system. | FOSKO GAMES | - | May 23, 2026 | |
Lost Media Agency In-game content art | Some of the VFX are made with the AI. | Artur Latkovsky | - | May 23, 2026 | |
Soul Proprietor Dev only code | Assisted in writing some of the scripting or layouts. | Mystical Menagerie Media | - | May 23, 2026 | |
Palimpsest In-game content art | Palimpsest features two visual styles: pixel art and realism point-and-click scenes. Some point-and-click assets are created using a combination of generative AI and Photoshop, contributing to the game’s intentionally unsettling visual tone. | AFHORIA Studios | - | May 23, 2026 | |
Nanima: Curse of Kalavati In-game content art | Some visual assets and 3D models in this game were created with the assistance of AI tools. All such content is pre-rendered and does not change during gameplay. | Nimit Walia Productions | - | May 23, 2026 | |
The Blinking Room In-game content artaudio | Some visual and audio assets in the game were created or assisted using AI tools during development. These assets were further refined and integrated by the developer to ensure consistency and quality. | ELVA | - | May 23, 2026 | |
民国诡事相簿 In-game content art | Some visual assets in this game were created with the assistance of AI-generated imagery tools during production. | LinearGame Pte. Ltd. | - | May 23, 2026 | |
Creepy Scary In-game content artaudio | Artificial intelligence was used to create icons and sound effects. | SoerGameStudio | - | May 23, 2026 | |
What Remains In-game content audio | Used for the mother's voice and the voice of Daniel's significant other. | Michael Lapinski | - | May 23, 2026 | |
Kolchanovo: The Manor In-game content artaudio | 3D Models: Generative artificial intelligence is used to restore and recreate interior objects of the real building that were lost in the fire.
Images: The paintings inside the manor are real photographs of artworks that once hung inside, but they have been enhanced and restored.
Music & Sounds: Specially created to build a unique and immersive atmosphere. | Mistborn Games | - | May 23, 2026 | |
Brainrot Tung Tung Sahur Store/marketing art | Some of the images are generated using AI. | Onlygames S.R.L. | - | May 23, 2026 | |
Whispers from the Dark: Grandma's Helper In-game content arttext | As a solo developer, I utilize generative AI tools to assist in creating base 3D assets, environmental props, and certain 2D visual elements to streamline the development process. Additionally, AI is used to support the initial localization of game text, which is then manually reviewed and refined to ensure accuracy and cultural relevance. Every AI-assisted asset and text is carefully hand-edited to fit the game's specific art style and technical standards. | TameGum | - | May 23, 2026 | |
Somnus Corporation In-game content art | This game uses minimal AI Image generation for some scenes. | Remy Makes | - | May 23, 2026 | |
Darkman: Bounty Hunter In-game content audio | The voiceover was done using artificial intelligence. | CDIS Lab. | 10 | May 23, 2026 | |
House of Anomalies Unclear arttext | This game includes some images and text created with the assistance of generative AI. | MightyCodeDragon | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
The Apostle's Ascent In-game content text | AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay. | CyberSanctum Games | - | May 23, 2026 | |
Socrates Ragebait In-game content audio | This game features AI-generated voice acting for the characters. | Brewed by Papi | - | May 23, 2026 |