AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
- Creator
- Bohloney
- Reviews
- -
- Added
- Jul 17, 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.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
AI was used to assist with the localization process. All other core game content including game design, programming, art direction, and gameplay systems was created by the human development team.
This game uses AI-generated content for marketing and promotional materials, including the game trailer, teaser, Steam capsule images, title images, and other marketing assets. Most of the AI-generated images were additionally edited and refined by our team using artistic and creative techniques to better fit the game's visual style. The AI-generated content is limited to external marketing materials only. All actual gameplay, game mechanics, and in-game content were created by the development team.
All visual and audio contents are hand crafted (or mouth), AI is only used on optimal background multiplayer coding logic.
Generative AI was used to assist in creating certain promotional art assets, including the Steam achievement icons and Steam store thumbnails. All gameplay, code, and core game content were created by the developer.
Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools.
I used it a ton for programming, and images.
Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited.
Background images and static game assets were partially generated using AI.
Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay.
Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts.
Generative AI tools were used during development as creative and technical assistance, including support for programming, debugging, text drafting, localization, and some visual/marketing asset iteration. The game does not generate AI content during gameplay. All final content included in the game and store page was reviewed, selected, and edited by the developer before publication.
AI-generated content was used for promotional/store artwork, including capsule and library images. The game build itself does not use generative AI during gameplay.
圖片由Arena AI所生成。
Some visual assets used in this game were created or assisted by generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final game. No AI-generated content is created during gameplay.
SFX are partially AI generated.
AI-generated art assets are used in this game. All such assets have been manually reviewed and adjusted to ensure a consistent visual style and quality.
AI was used to help create some audio files, translations, and to enhance the quality of some textures.
Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development. All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game.
Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer.
Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay.
Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime.
Generative AI tools were used as part of the creation process for the soundtrack and taunt voice lines
Some of the 2D assets and Page Logo and Banners
Pre-generated content (created during development, not at runtime): - In-game parody movie cover art: generated with AI tools and manually reviewed by the team to ensure all covers are original parodies and do not reproduce trademarked logos, brands, or copyrighted characters. - In-game parody movie titles and descriptions: drafted with AI assistance and manually edited by the team. - In-game UI and text translations into the 8 supported languages: produced with AI assistance and reviewed by the team. No live generative AI is used at runtime. All AI-assisted content is baked into the game build. Core game assets (code, gameplay design, UI art, character and shop sprites, music and sound effects) were NOT generated with AI.
Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently. All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story. Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text.
Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code.
Use of generative AI exclusively for large-scale texture generation and atlas mapping.
I used AI to generated the black logo
Artificial intelligence tools were used to create sound effects, textures, and images.
Background elements are created using AI
This game uses AI-generated voice acting for its characters.
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks
Generative AI was used during the development of this game. It does not generate any content with AI while you play.
Every character's facial image and some of the gallery's artworks were created with AI.
制作了游戏宣传图,以及一部分角色肖像
This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
AI was used for Illustration, music.
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay.
Turns out saying "Generate a Bolshevik soldier's head on a pike, twitching" flags the content generators in frustratingly annoying ways.
AI tools were used by the developers to assist with the development of the game and its engine.
This game uses generative AI tools for some pre-recorded NPC voice-over audio. Other voice-over audio was recorded in-house by human performers. All voice lines are fixed, reviewed by the developer, and included in the game build. The game does not use AI to generate content during gameplay. All other game content, including gameplay systems, environments, UI, writing, and store assets, is original and created by the development team.
I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet.
Inventory icons, and some background images and textures.
The game uses pre-rendered background imagery, portions of which were produced with the assistance of AI tools and further edited for use in the game.
Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements.
Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team.
Some sound effects were generated by AI.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
Room 0 In-game content text | AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team. | Room 0 Team | - | Jul 17, 2026 | |
8BIT HUNTER art | This game uses AI-generated content for marketing and
promotional materials, including the game trailer, teaser,
Steam capsule images, title images, and other marketing assets.
Most of the AI-generated images were additionally edited and
refined by our team using artistic and creative techniques
to better fit the game's visual style.
The AI-generated content is limited to external marketing
materials only. All actual gameplay, game mechanics, and
in-game content were created by the development team. | John Mountain Studio | - | Jul 17, 2026 | |
Leave On Time Dev only code | All visual and audio contents are hand crafted (or mouth),
AI is only used on optimal background multiplayer coding logic. | LoT Studio | - | Jul 17, 2026 | |
Slime Jump In-game content art | Generative AI was used to assist in creating certain promotional art assets, including the Steam achievement icons and Steam store thumbnails. All gameplay, code, and core game content were created by the developer. | Ghosty | - | Jul 15, 2026 | |
Concrete Carnage: Scrapheap In-game content text | Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools. | SpaceCan | - | Jul 15, 2026 | |
Heavens Gate Unclear artcode | I used it a ton for programming, and images. | Slick | - | Jul 15, 2026 | |
密林 In-game content art | Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited. | 水族馆馆长 | - | Jul 15, 2026 | |
ValveTestApp4639000 In-game content art | Background images and static game assets were partially generated using AI. | John Crank | - | Jul 15, 2026 | |
Nyctophobia In-game content audio | Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay. | Matan.N | - | Jul 15, 2026 | |
Panel Panic In-game content artcode | Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts. | DuGames | - | Jul 15, 2026 | |
Tac-Tums: DreamQuest In-game content artcodetext | Generative AI tools were used during development as creative and technical assistance, including support for programming, debugging, text drafting, localization, and some visual/marketing asset iteration. The game does not generate AI content during gameplay. All final content included in the game and store page was reviewed, selected, and edited by the developer before publication. | Carlos Sánchez Valenciano | - | Jul 11, 2026 | |
Starfall Command Store/marketing art | AI-generated content was used for promotional/store artwork, including capsule and library images. The game build itself does not use generative AI during gameplay. | Eagle Pulse Games | - | Jul 11, 2026 | |
族譜 Store/marketing art | 圖片由Arena AI所生成。 | davidmkli | - | Jul 11, 2026 | |
Asteranova In-game content art | Some visual assets used in this game were created or assisted by generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final game. No AI-generated content is created during gameplay. | AM Factory | - | Jul 9, 2026 | |
Hopsy the Frog In-game content audio | SFX are partially AI generated. | Sammago Games | - | Jul 9, 2026 | |
Septenary In-game content art | AI-generated art assets are used in this game. All such assets have been manually reviewed and adjusted to ensure a consistent visual style and quality. | Massicot Studio | - | Jul 9, 2026 | |
Warehouseman In-game content audiotextart | AI was used to help create some audio files, translations, and to enhance the quality of some textures. | Rolling Hedgehog | - | Jul 8, 2026 | |
Hordes Of War In-game content art | Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development.
All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game. | Brent Spicer | - | Jul 8, 2026 | |
Roll and Die In-game content text | Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer. | Faven Games | - | Jul 8, 2026 | |
RT In-game content art | Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay. | Supanova | - | Jul 7, 2026 | |
Rust Lords: Appliance Uprising In-game content art | Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime. | Daniel Schauffer | - | Jul 7, 2026 | |
Sinned Arena In-game content audio | Generative AI tools were used as part of the creation process for the soundtrack and taunt voice lines | xDenny | - | Jul 6, 2026 | |
Rouge Process Store/marketing art | Some of the 2D assets and Page Logo and Banners | Splice | - | Jul 6, 2026 | |
VHS Store Tycoon In-game content arttext | Pre-generated content (created during development, not at runtime):
- In-game parody movie cover art: generated with AI tools and manually reviewed by the team to ensure all covers are original parodies and do not reproduce trademarked logos, brands, or copyrighted characters.
- In-game parody movie titles and descriptions: drafted with AI assistance and manually edited by the team.
- In-game UI and text translations into the 8 supported languages: produced with AI assistance and reviewed by the team.
No live generative AI is used at runtime. All AI-assisted content is baked into the game build.
Core game assets (code, gameplay design, UI art, character and shop sprites, music and sound effects) were NOT generated with AI. | LofiDevs | - | Jul 6, 2026 | |
Netshell Live AI text | Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently.
All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story.
Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text. | Beyond Logic Labs | - | Jul 5, 2026 | |
拼好车 In-game content artcode | Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code. | 布吉岛Game | - | Jul 5, 2026 | |
MOR In-game content art | Use of generative AI exclusively for large-scale texture generation and atlas mapping. | D00FEN5HMIRTZ | - | Jul 5, 2026 | |
Timekeeper Store/marketing art | I used AI to generated the black logo | Pat Bouchard | - | Jul 4, 2026 | |
FUNDAMENTA In-game content artaudio | Artificial intelligence tools were used to create sound effects, textures, and images. | Rangel Oblivion | - | Jul 3, 2026 | |
Even In-game content art | Background elements are created using AI | Even | - | Jul 3, 2026 | |
Night Shift In-game content audio | This game uses AI-generated voice acting for its characters. | Batu | - | Jul 3, 2026 | |
Critical Ward In-game content artaudiocode | Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks | BiEsEl | - | Jul 2, 2026 | |
Quarterheart Dev only | Generative AI was used during the development of this game. It does not generate any content with AI while you play. | Emotional Machines | - | Jul 2, 2026 | |
Just A Regular Night Patrol In-game content art | Every character's facial image and some of the gallery's artworks were created with AI. | studio LIEFEC | - | Jul 2, 2026 | |
至高传奇 Store/marketing art | 制作了游戏宣传图,以及一部分角色肖像 | 超巨大战喵 | - | Jun 30, 2026 | |
Ninja Noboken Episode 2 In-game content textartaudio | This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards. | Gabriel Lopez | - | Jun 30, 2026 | |
Borrow or Rob In-game content artaudio | AI was used for Illustration, music. | Pirates of Wall street | - | Jun 30, 2026 | |
Galatria In-game content artaudio | some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools. | Hofmann Andreas | - | Jun 30, 2026 | |
Airline Legacy In-game content artaudiotext | Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay. | Skyrocket Inc | - | Jun 29, 2026 | |
Bolsheviktion 2: Yurovsky's Revenge Unclear art | Turns out saying "Generate a Bolshevik soldier's head on a pike, twitching" flags the content generators in frustratingly annoying ways. | Pelican Blue Software | - | Jun 29, 2026 | |
Metal: Orbital Arena Dev only | AI tools were used by the developers to assist with the development of the game and its engine. | Group 2 | - | Jun 28, 2026 | |
Vape Store Miami: Prologue In-game content audio | This game uses generative AI tools for some pre-recorded NPC voice-over audio. Other voice-over audio was recorded in-house by human performers. All voice lines are fixed, reviewed by the developer, and included in the game build. The game does not use AI to generate content during gameplay. All other game content, including gameplay systems, environments, UI, writing, and store assets, is original and created by the development team. | EXPERIMENT ONE | - | Jun 28, 2026 | |
Loot & Rush Dev only art | I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet. | Alex Falx | - | Jun 28, 2026 | |
Cytokine Storm In-game content art | Inventory icons, and some background images and textures. | Smooth Brain Studios | - | Jun 28, 2026 | |
Goblin Solitaire In-game content art | The game uses pre-rendered background imagery, portions of which were produced with the assistance of AI tools and further edited for use in the game. | Nikola Bulj | - | Jun 28, 2026 | |
Cues From The Past In-game content audio | Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements. | Zrmdov | - | Jun 28, 2026 | |
骰途地牢 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team. | HuangJianJian | - | Jun 28, 2026 | |
梦乡 In-game content audio | Some sound effects were generated by AI. | J-Bean Studio | - | Jun 28, 2026 | |
华夏古战略 In-game content arttext | Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created. | 戴军君 | - | Jun 28, 2026 |