all made by AI
- Creator
- SunDay
- Reviews
- -
- Added
- Sep 24, 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.
all made by AI
Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to create pre-generated artwork and visual assets used in the game and its Steam store materials. All AI-generated assets included in the final game were reviewed and selected by the developer before use. No generative AI content is created during gameplay, and the game does not connect to any external AI services.
Some game assets were generated using AI.
Used in simple artwork, NPC chat systems, tactical realism systems, enhanced system design, economy management, debugging and design assistance.
During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content.
NO HOOMAN
Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development.
I used Claude and Arena.AI for the art assets, as im only one person and use AI as a tool to save time with repetitive tasks.
AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork. Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI. The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI. No generative AI is used dynamically during gameplay.
Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
We used AI to generate several parts of the game and the models.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
AI was used to generate sounds as well as images in the game.
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing. Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects. All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer.
The store images are generated using AI
Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer.
Features generated texturework.
Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay.
This game uses a locally running AI model to analyze music added by the player and generate playable rhythm-game note charts. The AI generates only note timing, lanes, types, and durations; it does not generate music, images, voices, text, or code. Music added by the player is not sent to any external AI service or developer-operated server.
Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material.
This game uses generative AI to assist in the creation of some visual assets, including character illustrations, backgrounds, UI elements, and event artwork, as well as in the creation, editing, and localization of some text content. AI-generated content is reviewed, selected, adjusted, and edited by the developer before being included in the game. The game does not use generative AI to create content in real time during gameplay.
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
All visual artwork used in the game was created directly by the developer. Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game.
The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance
Some Images Some Sounds MUSIK ICON
Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content.
Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer.
Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay.
Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI.
"The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page."
AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game.
Generative AI was used for some in-game textures, localization, and translation.
All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro). **No AI-generated images are used in the game.** **The only remaining use of AI in the game is for localization and translations.** As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions.
AI-assisted tools were used in the enhancement of the game’s music.
Help in creating images
Help in creating images
Help in creating images
Character illustrations and 3D models in this game were created using generative AI.
Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI.
Help in creating images
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Run Man: Wash the Dish Unclear | all made by AI | SunDay | - | Sep 24, 2026 | |
World War Whack In-game content arttext | Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool. | Groundbreakers | - | Sep 24, 2026 | |
Half Body Duo Store/marketing textcode | Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay. | HwanheeChoi | - | Sep 24, 2026 | |
The Wokest In-game content artaudio | Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials. | Ichipinisu Studio | - | Sep 24, 2026 | |
Cleanup Unit In-game content art | Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services. | 2ooT Games | - | Sep 24, 2026 | |
One Second Hero In-game content | Some game assets were generated using AI. | YaYa Game | - | Sep 24, 2026 | |
Star Heir: Dark Crusade Live AI arttextcode | Used in simple artwork, NPC chat systems, tactical realism systems, enhanced system design, economy management, debugging and design assistance. | Faithful Works | - | Sep 24, 2026 | |
Trap Side In-game content arttextaudio | During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content. | RavenLux | - | Sep 24, 2026 | |
Beat the Meat general | NO HOOMAN | UrbanWanderer | - | Sep 23, 2026 | |
Aleatoria In-game content artaudiotextcode | Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development. | DASC INTERACTIVE | - | Sep 23, 2026 | |
The Grounds-Keeper In-game content art | I used Claude and Arena.AI for the art assets, as im only one person and use AI as a tool to save time with repetitive tasks. | deadbird23rd | - | Sep 23, 2026 | |
Astral 4X : Interstellar Simulation In-game content art | AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork.
Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI.
The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI.
No generative AI is used dynamically during gameplay. | Encelade Interactive | - | Sep 23, 2026 | |
Orbital Sweeper In-game content artaudio | Generative AI tools were used throughout the development of this game to assist in the creation of visual assets, audio, and other content. All AI-generated outputs underwent extensive manual curation, review, and post-processing by our team. | 852kbstudio | - | Sep 22, 2026 | |
PATH IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 22, 2026 | |
Myriad Auction In-game content artaudiotext | Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play. | Hansir | - | Sep 22, 2026 | |
Unlucky In-game content art | We used AI to generate several parts of the game and the models. | Piece Of Web | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
NEBELHEIM In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay. | Kararsız Studio | - | Sep 22, 2026 | |
Last Delivery In-game content artaudio | AI was used to generate sounds as well as images in the game. | PizzaForPeople | - | Sep 22, 2026 | |
Sacrificium In-game content art | Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human. | SeedWall | - | Sep 22, 2026 | |
Prison Break: Thirty Walls Store/marketing art | Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime. | Zitherian Studios | - | Sep 22, 2026 | |
Hex Reverse In-game content artaudiocode | This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing.
Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects.
All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer. | IsaoWorks | - | Sep 22, 2026 | |
Mortal Xiuxian Store/marketing art | The store images are generated using AI | StarMatrix Labs | - | Sep 22, 2026 | |
INKQUISITION In-game content artaudio | Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer. | DOCEntertainment | - | Sep 22, 2026 | |
Shelf Stacker: Toy Store In-game content art | Features generated texturework. | QB Interactive | - | Sep 22, 2026 | |
Phase War In-game content art | Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay. | Fargaze Studio | - | Sep 22, 2026 | |
CROVA CHAIN In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay. | 방구석 개발진 | - | Sep 22, 2026 | |
AutoChart Live AI audio | This game uses a locally running AI model to analyze music added by the player and generate playable rhythm-game note charts. The AI generates only note timing, lanes, types, and durations; it does not generate music, images, voices, text, or code. Music added by the player is not sent to any external AI service or developer-operated server. | 1rwy | - | Sep 22, 2026 | |
STACKPUNK In-game content art | Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material. | Jinx Arcade | - | Sep 22, 2026 | |
Beyond Opening Day In-game content arttext | This game uses generative AI to assist in the creation of some visual assets, including character illustrations, backgrounds, UI elements, and event artwork, as well as in the creation, editing, and localization of some text content. AI-generated content is reviewed, selected, adjusted, and edited by the developer before being included in the game.
The game does not use generative AI to create content in real time during gameplay. | JukaStudio | - | Sep 22, 2026 | |
The Arcade In-game content art | Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content) | Colourplay Games | - | Sep 22, 2026 | |
UMBRATIO - THE ODDS ARE FIXED In-game content audiotext | All visual artwork used in the game was created directly by the developer.
Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game. | Aesthmaris Studio | - | Sep 22, 2026 | |
Evergrowing In-game content arttext | The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance | Sworeborn | - | Sep 22, 2026 | |
Diamonds & Destruction Unclear artaudio | Some Images
Some Sounds
MUSIK
ICON | SIENTURE | - | Sep 21, 2026 | |
One More Ball In-game content artaudio | Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content. | Wavebreak Studio | - | Sep 21, 2026 | |
DON'T DROP IT Unclear | Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer. | Public Liability Games | - | Sep 21, 2026 | |
KAEBON In-game content artaudiotext | Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay. | Plozila | - | Sep 21, 2026 | |
LUMESPROUT In-game content arttextcode | Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI. | Dev Dot | - | Sep 21, 2026 | |
ROLY In-game content art | "The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page." | Frederico Dos Santos Lima | - | Sep 21, 2026 | |
Who's Next? Dev only code | AI was used exclusively for code generation and assistance with writing scripts during the development process. AI was not used to create graphics, music, or any visual elements of the game. | Veyr | - | Sep 21, 2026 | |
Alchemist's Books: Sorting the Old Alchemist's Storage In-game content arttext | Generative AI was used for some in-game textures, localization, and translation. | ZeroSeven | - | Sep 21, 2026 | |
INCREMINER In-game content text | All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro).
**No AI-generated images are used in the game.**
**The only remaining use of AI in the game is for localization and translations.**
As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions. | AlbertFreeman | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
Puzzle Crustaceans Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Marine Fish Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Fire Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Touhou: BlackEight In-game content art | Character illustrations and 3D models in this game were created using generative AI. | OBORO | - | Sep 21, 2026 | |
The Solitaire Tower of Doom Dev only code | Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI. | emjayhar | - | Sep 21, 2026 | |
Puzzles Meteorites Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
ReDead Frontline Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | BS | - | Sep 21, 2026 |