Some textures in the game were created with the help of generative AI.
- Creator
- Faynogames
- Reviews
- 18
- Added
- Mar 18, 2026
Public Steam disclosure research 25,512 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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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 textures in the game were created with the help of generative AI.
The screenshots were upscaled using AI. The logo was created using AI.
Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated. AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI.
AI was used to enhance some of the images and texts in the game.
Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers.
Generating some of the children's drawings used in the game. Generating sound effects (SFX). Supporting localization, including the translation of in-game text into multiple languages. AI was not used for modeling or software development; the entire design process is original and created by the team.
Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels.
AI was used to generate some of the images
Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually.
We use artificial intelligence to create visual content for images in our game, on our store page, in marketing materials, and/or community materials. This may include individual graphic objects or character enhancements in promotional materials.
AI has been used to enable the small team of developers to generate code faster and speed up development significantly. It has also been used to generate some art assets. We aim to use AI in a way to enhance the speed and quality of our output, while being mindful of not using it in a way that hurts the artistical integrity of the game.
AI has been used just game soundtrack.
The background images and chocolate pictures are pre-rendered AI art.
- Art assets - Store description - We wrote it together (with AI assistance) - Marketing materials
The following assets in this game were created with the assistance of Generative AI: Visuals : - The main capsule image on the Steam store page - Character images used in dialogue scenes Audio : - In-game background music (BGM), Sound effects (SFX), and UI sounds
"Generative AI was used solely for the creation of marketing and promotional materials, such as storefront banners and promotional posters. All in-game assets—including 3D models, textures, environments, and animations—have been manually hand-crafted by the developer without the use of AI to ensure artistic integrity and the highest quality for the gameplay experience."
Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster.
We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio.
Store Page Capsule Images are highlighted using Artificial Intelligence.
Ai was used in the marketing material production and some in game art.
Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release).
Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools. All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time.
Use of UI Assets and Visual Elements The game uses a combination of custom-made assets and assisted tools for certain visual elements. Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game. This includes: small UI icons damage indicators ability cards and card elements UI cards and visual overlays promotional banners for the Steam store All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction. Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game.
Translation
The AI is used in game to generate some props (small in-game objects models which make environment look more authentic. The AI is NOT USED for any of the major game features, narrative or important visuals
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
Capsule and library images, some code for the hook and glide abilities.
Generative AI was used only to help create some included music tracks (via Suno). No AI was used for images or other visual assets.
We use AI for dev placeholders. UI Icons for now.
We used AI tools to generate initial visual concepts and draft assets for characters and backgrounds. Afterward, all assets were heavily retouched, painted over, and finalized by our human artists to ensure quality and stylistic consistency. AI was used only as a starting point during the development process.
This game uses generative AI tools during development to help create some pre-rendered visual assets and marketing materials (such as concept art and store imagery). No AI-generated content is created or used during gameplay, and all game mechanics, systems, and player experiences are fully handcrafted.
This game used some AI generated images.
This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted.
The soundtrack uses curated, AI-assisted music tracks created with a generative tool. All audio is pre-rendered, reviewed by the developer, and not generated dynamically for players.
In our game we using a generative AI in some visual assets to help us bring some our ideas to life.
I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation.
As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience.
This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited.
This game uses pre-rendered AI-generated audio for voice overs.
Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input).
Artificial intelligence was used to localize the store page and in-game text.
This game uses artificial intelligence to create some images and sounds. It is also used to create unique music.
Some assets are generated by generative AI.
This game uses AI-assisted tools during development for tasks such as text drafting and iteration support. All gameplay systems, content design, and final assets are created and curated by the developer. AI is not used for real-time gameplay decision-making.
The background images and rodents pictures are pre-rendered AI art
Generative AI is used only for 2D marketing assets, icons and loading screens.
Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content.
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player: Reactive Dialogue: AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts. Art & Media Asset Generation: Outside of dialogue, AI is mainly used to create and vary game art assets, including: Character and illustration variants Backgrounds and visual effects Music and ambient soundscapes Sound effects Voice-over lines Short in-game videos / cutscenes All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style.
Some of the audio in the game was generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wittengrad is no more In-game content art | Some textures in the game were created with the help of generative AI. | Faynogames | 18 | Mar 18, 2026 | |
Stop Right There Store/marketing art | The screenshots were upscaled using AI. The logo was created using AI. | StopMasterTgames | - | Mar 18, 2026 | |
Life.exe Store/marketing art | Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated.
AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI. | EasyDev | - | Mar 18, 2026 | |
The Honest Little Fisher In-game content arttext | AI was used to enhance some of the images and texts in the game. | Kiene & Sohn | - | Mar 18, 2026 | |
Nekruba Dev only code | Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers. | Lecubenaranja | - | Mar 18, 2026 | |
Up to the top! In-game content artaudiotext | Generating some of the children's drawings used in the game.
Generating sound effects (SFX).
Supporting localization, including the translation of in-game text into multiple languages.
AI was not used for modeling or software development; the entire design process is original and created by the team. | We Grow Old | - | Mar 18, 2026 | |
Liminal:Escape Route In-game content audio | Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels. | Threshold Interactive | 16 | Mar 18, 2026 | |
What's in the box Store/marketing art | AI was used to generate some of the images | PALINI | - | Mar 18, 2026 | |
Island Of Ash In-game content artaudiotext | Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually. | Grim Page Studio | - | Mar 18, 2026 | |
Icebound Secrets 2: Soul Hunter Store/marketing art | We use artificial intelligence to create visual content for images in our game, on our store page, in marketing materials, and/or community materials. This may include individual graphic objects or character enhancements in promotional materials. | Crooto Software LTD. | - | Mar 18, 2026 | |
Infinite Orienteering: The Hiker's Path In-game content codeart | AI has been used to enable the small team of developers to generate code faster and speed up development significantly. It has also been used to generate some art assets. We aim to use AI in a way to enhance the speed and quality of our output, while being mindful of not using it in a way that hurts the artistical integrity of the game. | Portality AB | 16 | Mar 18, 2026 | |
Tiny Hoops: Idle Shooter In-game content audio | AI has been used just game soundtrack. | Studio Penta | - | Mar 18, 2026 | |
Sweetie Candy Maze: Brown Chocolate In-game content art | The background images and chocolate pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
Hero's Guild Store/marketing text | - Art assets
- Store description - We wrote it together (with AI assistance)
- Marketing materials | Antoni Saez | - | Mar 18, 2026 | |
Be Queen Bee In-game content artaudio | The following assets in this game were created with the assistance of Generative AI:
Visuals :
- The main capsule image on the Steam store page
- Character images used in dialogue scenes
Audio :
- In-game background music (BGM), Sound effects (SFX), and UI sounds | Three Blanket Studio | 201 | Mar 18, 2026 | |
POOLSIDE VIGIL In-game content art | "Generative AI was used solely for the creation of marketing and promotional materials, such as storefront banners and promotional posters. All in-game assets—including 3D models, textures, environments, and animations—have been manually hand-crafted by the developer without the use of AI to ensure artistic integrity and the highest quality for the gameplay experience." | Glare Games | - | Mar 18, 2026 | |
One, Two, Death Store/marketing art | Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster. | Ahnes Studios | - | Mar 18, 2026 | |
Star and Serpent Solitaire Unclear codearttext | We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio. | Star and Serpent | 12 | Mar 18, 2026 | |
Crimson Realms: Relics of the Forgotten World Store/marketing art | Store Page Capsule Images are highlighted using Artificial Intelligence. | Beyond Galaxy Interactive | - | Mar 18, 2026 | |
Whisker Wars In-game content art | Ai was used in the marketing material production and some in game art. | QuarterDrop | - | Mar 18, 2026 | |
The Bliss In-game content textart | Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release). | Lakeside GAMES | - | Mar 18, 2026 | |
Before The Haunting Store/marketing art | Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools.
All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time. | Frenchy Pal Protocol | - | Mar 18, 2026 | |
MELLDESTROY In-game content art | Use of UI Assets and Visual Elements
The game uses a combination of custom-made assets and assisted tools for certain visual elements.
Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game.
This includes:
small UI icons
damage indicators
ability cards and card elements
UI cards and visual overlays
promotional banners for the Steam store
All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction.
Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game. | CUBE studio | - | Mar 18, 2026 | |
Pure Combat Unclear text | Translation | ddsolo | - | Mar 18, 2026 | |
Rematonia In-game content art | The AI is used in game to generate some props (small in-game objects models which make environment look more authentic.
The AI is NOT USED for any of the major game features, narrative or important visuals | Burning Photos | - | Mar 18, 2026 | |
Ironseed 3 : Vigil In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
Savage Horizons Store/marketing codeart | Capsule and library images, some code for the hook and glide abilities. | Insolence Studio | - | Mar 18, 2026 | |
Melody Friends In-game content audio | Generative AI was used only to help create some included music tracks (via Suno). No AI was used for images or other visual assets. | WINE GL | 10 | Mar 18, 2026 | |
Null Reach In-game content art | We use AI for dev placeholders. UI Icons for now. | Vessel Horizon | - | Mar 18, 2026 | |
Deukdo Beat Dev only art | We used AI tools to generate initial visual concepts and draft assets for characters and backgrounds. Afterward, all assets were heavily retouched, painted over, and finalized by our human artists to ensure quality and stylistic consistency. AI was used only as a starting point during the development process. | Deukdo Games | - | Mar 18, 2026 | |
When the Barn Sleeps Store/marketing art | This game uses generative AI tools during development to help create some pre-rendered visual assets and marketing materials (such as concept art and store imagery).
No AI-generated content is created or used during gameplay, and all game mechanics, systems, and player experiences are fully handcrafted. | Mostly Harmless Games | - | Mar 18, 2026 | |
缴费与香烟 Unclear art | This game used some AI generated images. | wanmeibd | - | Mar 18, 2026 | |
3876 AD: Corruption In-game content artaudiocode | This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted. | OpenSplit | - | Mar 18, 2026 | |
Synephoria In-game content audio | The soundtrack uses curated, AI-assisted music tracks created with a generative tool. All audio is pre-rendered, reviewed by the developer, and not generated dynamically for players. | Court Les Rues LLC | - | Mar 18, 2026 | |
Unsolved Case: Whispers Of Elderwick Collector's Edition In-game content art | In our game we using a generative AI in some visual assets to help us bring some our ideas to life. | Do Games Limited | - | Mar 18, 2026 | |
Ella's Nightmare In-game content art | I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation. | GamemancerStudios | - | Mar 18, 2026 | |
Sunset Sprinters '98 In-game content artaudiocode | As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience. | TrihermesGames LLC | - | Mar 18, 2026 | |
Protocol 86: Chernobyl In-game content artaudiotext | This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited. | Core Interactive | - | Mar 18, 2026 | |
Ridgewater Ripper In-game content audio | This game uses pre-rendered AI-generated audio for voice overs. | Twisted Jelly | - | Mar 18, 2026 | |
Game Torch In-game content artaudiotext | Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input). | Aesthetic Engine | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
BABULYA In-game content artaudio | This game uses artificial intelligence to create some images and sounds. It is also used to create unique music. | REVVALUTION Studio | 91 | Mar 18, 2026 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail Games | - | Mar 18, 2026 | |
Towerlings In-game content text | This game uses AI-assisted tools during development
for tasks such as text drafting and iteration support.
All gameplay systems, content design, and final assets
are created and curated by the developer.
AI is not used for real-time gameplay decision-making. | Diffuse Games | - | Mar 18, 2026 | |
Space Memory: Rodents In-game content art | The background images and rodents pictures are pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Chained Wheels In-game content art | Generative AI is used only for 2D marketing assets, icons and loading screens. | Karga Games | 570 | Mar 18, 2026 | |
Legacy of Chaos Online Store/marketing art | Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content. | Recovery Team | - | Mar 18, 2026 | |
Coffee Coffin Live AI artaudiotext | In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools. | Three Old Pals | - | Mar 18, 2026 | |
GlowBorn In-game content art | A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style. | Three Old Pals | - | Mar 18, 2026 | |
The Puppet's Casket In-game content audio | Some of the audio in the game was generated by AI. | Tapromance | - | Mar 18, 2026 |