Some of the copy has been polished by AI The multilingual translation for this game is powered by AI technology.
- Creator
- CXCY CO.,LTD
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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 of the copy has been polished by AI The multilingual translation for this game is powered by AI technology.
For Creating Capsules
The user can freely interact with NPCs in the game world through voice chat. The sister’s voice is generated in real time using a TTS model. Some 3D game objects are initially generated using AI tools and are then retouched by the developers. All AI-generated content is reviewed and modified by human creators before being used in the game. We do not collect or store any user voice data under any circumstances.
Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used.
Images, Back ground music, Voiceover, Cutscenes
Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines. The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay.
Self made images have been put through AI to make them look a certain way, and after they have been edited to fit in the game, mainly in textures. Also used in the same way for marketing imagery.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
* A few of the sound effects * The background image in the marketing materials * AI coding tools were used for the code base
-Some sound elements -Translation -Some 2D images that were later refined
This game has integrated Artificial Intelligence tools to optimize its development and enhance the player experience. AI was used in several stages: Visual and artistic design: generation of concepts, environments, and visual elements to inspire and define the game’s aesthetic. Narrative and atmosphere: support in creating dialogues, texts, and events while maintaining consistency in the story. Gameplay testing and balancing: simulations and analysis to adjust difficulty, enemy behaviors, and game pacing. The use of AI did not replace creative work but served as a support tool to streamline processes and enhance the final quality of the project.
The store logo and some background images are generated by ai.
In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic.
The game logo were created using AI-assisted tools. All other assets are handcrafted.
AI has been used to help develop the game's cover art.
To focus more effort on refining the script and optimize costs, AI tools have been used to assist in creating background images within the game. These background images are produced through a combination of AI generation and manual refinement, with flaws corrected and style consistency ensured. Except for the background images, all core content of the game (including character illustrations, music, and the script) is original work created manually, with no AI involved.
SPLASH GFX - FOR BIG AIR TRICK FLIP
AI has been used to help develop the game's cover art.
The magic circle pattern was generated by AI.
Some visual elements in this game were generated using generative AI tools during development. These elements have been carefully reviewed to ensure they do not infringe copyrights or contain inappropriate content. The game does not use AI to generate content during gameplay. These elements are Caramel syrup, Chocolate syrup, and Coffee Creamer.
Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
For some assets, we used AI to create initial prototypes for further refinement into the desired result.
Some of the background scenes in this work are drawn using Nano Banana (AI). The character illustrations and CGs are all manually drawn by the artist.
This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay.
Certain art assets and localization in this game were created with the assistance of AI.
一部のテクスチャの作成には、生成AI(GPT)が利用されています。
We only used AI-generated content for Steam capsule images.
As an independent developer, I generated code, 3D models, and textures using AI-based programs.
Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards.
In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used. Generative AI was used to create text descriptions, translations into different languages, as well as the logo and graphic elements.
Some sound effects were generated using ElevenLabs AI tools during development. No AI is used during gameplay. I definitely would replace them with custom sound design in future updates if my finances allow it.
Most StoryBay images are AI generated. Most of the Radio musical song tracks are AI generated. Most of the spoken dialog is AI generated.
Some content was created using AI.
Some images used within the puzzles were generated using artificial intelligence. Interface texts and subtitles were translated with the help of artificial intelligence.
AI was used during the production of Mr. Toilet to support selected marketing and localization tasks. In particular, we used AI tools to help prepare promotional materials, including the Steam key art, as well as to assist with the translations available in the game.
Some visual elements, such as pavement textures, were partially created using AI tools during development.
In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors.
AI was used in the creation of Natalie's model.
AI is used for generating game thumbnail with extra editing.
marketing, promo videos/pictures
I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI.
The music in the trailer has been made with AI. Some code elements have been made with AI-Assistance tooling. In game UI elements have been made with the use of generative AI.
AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation.
AI was used in the generation of textures.
two image templates, coding assistance
Character and exercise equipment models created with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
地下冒险者 In-game content text | Some of the copy has been polished by AI
The multilingual translation for this game is powered by AI technology. | CXCY CO.,LTD | - | Mar 18, 2026 | |
Vinash: Vengence For Blood Store/marketing art | For Creating Capsules | Adarsh Verma | - | Mar 18, 2026 | |
Teach my little sister how to drive Live AI audioart | The user can freely interact with NPCs in the game world through voice chat.
The sister’s voice is generated in real time using a TTS model.
Some 3D game objects are initially generated using AI tools and are then retouched by the developers. All AI-generated content is reviewed and modified by human creators before being used in the game.
We do not collect or store any user voice data under any circumstances. | Easy Fox | - | Mar 18, 2026 | |
Street 42 In-game content art | Some artwork was initially created with AI generation tools, but all assets were manually edited, refined, and finalized by me (composition, logo placement, adjustments, and corrections). No unedited AI output is used. | PetersWorks | - | Mar 18, 2026 | |
Bruja In-game content artaudiotext | Images, Back ground music, Voiceover, Cutscenes | Creepy Club Studios | - | Mar 18, 2026 | |
Escape the Maze Live AI arttext | Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines.
The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay. | Fatih CALISKAN | - | Mar 18, 2026 | |
I Have Been Here Before? In-game content art | Self made images have been put through AI to make them look a certain way, and after they have been edited to fit in the game, mainly in textures. Also used in the same way for marketing imagery. | Studio Vodka | - | Mar 18, 2026 | |
Robots Arena Fight Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Spaceship Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Fox! Hen! Bag! - Supporter Edition In-game content audioartcode | * A few of the sound effects
* The background image in the marketing materials
* AI coding tools were used for the code base | Niflheim | - | Mar 18, 2026 | |
Back To Drive In-game content audiotextart | -Some sound elements
-Translation
-Some 2D images that were later refined | Voidprowler | - | Mar 18, 2026 | |
Twisted Games In-game content arttext | This game has integrated Artificial Intelligence tools to optimize its development and enhance the player experience. AI was used in several stages:
Visual and artistic design: generation of concepts, environments, and visual elements to inspire and define the game’s aesthetic.
Narrative and atmosphere: support in creating dialogues, texts, and events while maintaining consistency in the story.
Gameplay testing and balancing: simulations and analysis to adjust difficulty, enemy behaviors, and game pacing.
The use of AI did not replace creative work but served as a support tool to streamline processes and enhance the final quality of the project. | C&S | - | Mar 18, 2026 | |
Under the apocalypse Store/marketing art | The store logo and some background images are generated by ai. | 陈家豪 | - | Mar 18, 2026 | |
I Wish You Well Live AI art | In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic. | AtarioVanix | - | Mar 18, 2026 | |
ARCTIC CTHULHU Store/marketing art | The game logo were created using AI-assisted tools. All other assets are handcrafted. | Ted Zufle | - | Mar 18, 2026 | |
Homebound: Escape Room Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
贤者:灵辉之焰 The Sage's Spirit: Shining Flame In-game content art | To focus more effort on refining the script and optimize costs, AI tools have been used to assist in creating background images within the game. These background images are produced through a combination of AI generation and manual refinement, with flaws corrected and style consistency ensured.
Except for the background images, all core content of the game (including character illustrations, music, and the script) is original work created manually, with no AI involved. | 缨时Time_Tassel | - | Mar 18, 2026 | |
Truck Titans art | SPLASH GFX - FOR BIG AIR TRICK FLIP | Outlaw Games | - | Mar 18, 2026 | |
Truck Racing Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Relic of the Dungeon In-game content art | The magic circle pattern was generated by AI. | RainBlitz | - | Mar 18, 2026 | |
Barista Dream In-game content art | Some visual elements in this game were generated using generative AI tools during development. These elements have been carefully reviewed to ensure they do not infringe copyrights or contain inappropriate content. The game does not use AI to generate content during gameplay. These elements are Caramel syrup, Chocolate syrup, and Coffee Creamer. | PerEffect | - | Mar 18, 2026 | |
Insomnia: Chapter One Store/marketing art | Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game. | Melon Polygons | 122 | Mar 18, 2026 | |
Soccer Penalty Kick Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Billiards Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
Stacked! Dev only | For some assets, we used AI to create initial prototypes for further refinement into the desired result. | SoloQ | 14 | Mar 18, 2026 | |
爱在秋叶原 AKIBA LOVE In-game content art | Some of the background scenes in this work are drawn using Nano Banana (AI).
The character illustrations and CGs are all manually drawn by the artist. | 银月057 | - | Mar 18, 2026 | |
Laundromat In-game content artaudio | This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay. | Rafael Matias | - | Mar 18, 2026 | |
The Grand Praetor In-game content arttext | Certain art assets and localization in this game were created with the assistance of AI. | ColaCatGames | - | Mar 18, 2026 | |
学園迷宮 | School Corridor In-game content art | 一部のテクスチャの作成には、生成AI(GPT)が利用されています。 | 学園迷宮制作員会 | 17 | Mar 18, 2026 | |
Minsgon Simulator Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | 70 | Mar 18, 2026 | |
Haunted: Village In-game content codeart | As an independent developer, I generated code, 3D models, and textures using AI-based programs. | Panderma Games | - | Mar 18, 2026 | |
Why's It Getting DARKER?! In-game content art | Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards. | Kenan'sGames | - | Mar 18, 2026 | |
My Pet Store In-game content textart | In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used.
Generative AI was used to create text descriptions, translations into different languages, as well as the logo and graphic elements. | Chewie Games | - | Mar 18, 2026 | |
Five Stars In-game content audio | Some sound effects were generated using ElevenLabs AI tools during development. No AI is used during gameplay.
I definitely would replace them with custom sound design in future updates if my finances allow it. | N.R. | - | Mar 18, 2026 | |
FARCRAFT In-game content artaudiotext | Most StoryBay images are AI generated.
Most of the Radio musical song tracks are AI generated.
Most of the spoken dialog is AI generated. | Riitoken | - | Mar 18, 2026 | |
A Ball id Unclear | Some content was created using AI. | jun | - | Mar 18, 2026 | |
The Path of the Sunflower In-game content arttext | Some images used within the puzzles were generated using artificial intelligence.
Interface texts and subtitles were translated with the help of artificial intelligence. | Arthela Studios | - | Mar 18, 2026 | |
Mr Toilet In-game content textart | AI was used during the production of Mr. Toilet to support selected marketing and localization tasks. In particular, we used AI tools to help prepare promotional materials, including the Steam key art, as well as to assist with the translations available in the game. | Radikate | 78 | Mar 18, 2026 | |
BRESH In-game content art | Some visual elements, such as pavement textures, were partially created using AI tools during development. | Vladislav Surin | - | Mar 18, 2026 | |
Cave Crave VR In-game content audio | In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors. | 3R Games S.A. | 128 | Mar 18, 2026 | |
Why Did You Leave Me Like This? In-game content art | AI was used in the creation of Natalie's model. | LeahGames | - | Mar 18, 2026 | |
Food Processing Simulator Store/marketing art | AI is used for generating game thumbnail with extra editing. | Bewolba Studios | 297 | Mar 18, 2026 | |
Find Me In-game content art | marketing, promo videos/pictures | Ludmila Pislova | - | Mar 18, 2026 | |
Robinsons Simulations World In-game content artaudio | I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI. | GameChangeKiller | - | Mar 18, 2026 | |
Loot & Ledger In-game content audioart | The music in the trailer has been made with AI. Some code elements have been made with AI-Assistance tooling. In game UI elements have been made with the use of generative AI. | Eddy | 63 | Mar 18, 2026 | |
TheVillage Possession Store/marketing art | AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation. | GlitchMind Games | - | Mar 18, 2026 | |
HRROR In-game content art | AI was used in the generation of textures. | akhsotoen | - | Mar 18, 2026 | |
Kola Аbyss Dev only artcode | two image templates, coding assistance | TwoDogs | - | Mar 18, 2026 | |
Night Shift at the Gym In-game content art | Character and exercise equipment models created with AI | dayme200 | - | Mar 18, 2026 |