Used for Textures.
- Creator
- Infinite Error Industries
- Reviews
- -
- Added
- Sep 12, 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.
Used for Textures.
Generative artificial intelligence tools were used during development to help create certain visual elements (sprites) and to assist with generating portions of code. No content is generated in real time during gameplay.
Headlines are fictional, written offline with the help of a language model, and reviewed before they ship. Nothing is generated while you play.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy.
store picture generate by ai
Generative AI was used for the localization and translation of some languages in this game.
The game cover was made using ii. The pictures in the game were drawn by a person.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible. The voice in the game is text-to-speech, not AI.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
Generative AI has been used to assist with game coding during development and as visual reference material.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay.
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
Some of the artwork and images in this game were created using generative AI. AI was used as a tool during development to create visual assets used in the game and its store presentation.
AI was used for trailer and capsules, not in game
Pixel Metropolis is a human-designed, AI-implemented game. As its sole human creator, I am responsible for the game’s design, systems, architecture, quality assurance, extensive testing, art direction, and sound direction. Codex, primarily using OpenAI’s GPT-5.6 Sol model, has generated all of the game’s code and has been used to direct the creation and implementation of its visual and sound assets. The only non-generated assets are a small selection of CC0 sounds.
Some of the graphics used in the game were generated with the assistance of generative AI
Generative AI was solely utilized to create the 2D background artwork for the main menu screen.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic. Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
AI Breakdown Source code: 100% Graphics: 60% Sound: 50% Effects: 100%
游戏开发期间借助 Claude 大模型辅助完成部分代码撰写与逻辑梳理,部分 UI 界面、动画视觉素材使用 AI 工具辅助创作。游戏整体玩法框架、核心业务逻辑、数值策划全部由开发者独立设计与校验。 游戏正式运行时不会联网访问任何 AI 服务,不会在游戏内实时生成任何玩家可见内容。
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
The Settings and Guide Texts are partially generated by generative AI.
Some visual assets and music featured in this game were initially created with the assistance of generative AI tools. All AI-assisted content has been carefully reviewed, selected, and substantially refined by the developer to ensure consistent artistic direction, cohesive style, and a high standard of quality throughout the game.
Generative AI was used to prototype and stylize most pixel art. Generative AI was NOT used for writing, music, or mechanics.
Generative AI tools were used in a limited capacity during development.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
Generative AI tools were used during development to assist with some in-game artwork, promotional/store artwork, and several music tracks. All AI-assisted content was reviewed and approved by the developer before use. The game does not use generative AI during runtime.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
This game uses AI generated images. This game's creation was assisted by AI.
Phantom Line: Prologue contains some voices generated by voice synthesizers.
Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service.
Some current artworks are AI-generated as well as ingame assets, However before full relaase all AI Generated artwork will be replaced.
An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs.
Some art content is IA placeholder.
The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running.
Uncle is 3D artist, uncle job replaced by AI, so uncle learn coding and use AI tool to assist with software programming. Uncle also use photoshop AI to modify some 2D textures. Everything else is handcrafted, especially the 3D models. AI generated 3D model sucks but I think it's gonna catch up soon at this rate 😭
Game code and ui was assisted with Claude
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Metroplex In-game content art | Used for Textures. | Infinite Error Industries | - | Sep 12, 2026 | |
Camping Tycoon Simulator In-game content artcode | Generative artificial intelligence tools were used during development to help create certain visual elements (sprites) and to assist with generating portions of code. No content is generated in real time during gameplay. | DjiZoN.Net | - | Sep 12, 2026 | |
Candlebook Dev only text | Headlines are fictional, written offline with the help of a language model, and reviewed before they ship. Nothing is generated while you play. | TheVegasLab.com | - | Sep 12, 2026 | |
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
Bee on a Roll In-game content artaudiotext | Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play. | Reimar Waitz | - | Sep 12, 2026 | |
Verdreamia Unclear artaudiotextcode | This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy. | AtomicBorg Inc. | - | Sep 12, 2026 | |
挖穿地球 Store/marketing art | store picture generate by ai | Zeros | - | Sep 12, 2026 | |
SUPER GAHAKU In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Sep 12, 2026 | |
ADutopia Store/marketing art | The game cover was made using ii. The pictures in the game were drawn by a person. | NALSUR | - | Sep 11, 2026 | |
Professional Ship Simulator In-game content arttext | Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI. | SWE Systems | - | Sep 11, 2026 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 | |
Airline Magnate Dev only artcode | Generative AI has been used to assist with game coding during development and as visual reference material. | Parker Snow | - | Sep 10, 2026 | |
Sediment Dev only codeart | AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process. | skeleton picture | - | Sep 10, 2026 | |
Atom By Atom Dev only artaudiocode | Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage. | FurkanFS | - | Sep 10, 2026 | |
Gold Digging Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Stranded in Paradise Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Your Legacy: Generations In-game content art | Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay. | ICQ Gaming | - | Sep 10, 2026 | |
ゆりかごプラント In-game content art | Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay. | Dayveil Games | - | Sep 10, 2026 | |
CarCrash.Tube: Car Crash Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Queen | - | Sep 10, 2026 | |
Construction Company Tycoon In-game content art | Some of the artwork and images in this game were created using generative AI. AI was used as a tool during development to create visual assets used in the game and its store presentation. | KokoGames | - | Sep 10, 2026 | |
NodeFeat Store/marketing art | AI was used for trailer and capsules, not in game | VOXELMANA | - | Sep 10, 2026 | |
Pixel Metropolis In-game content artaudiocode | Pixel Metropolis is a human-designed, AI-implemented game. As its sole human creator, I am responsible for the game’s design, systems, architecture, quality assurance, extensive testing, art direction, and sound direction.
Codex, primarily using OpenAI’s GPT-5.6 Sol model, has generated all of the game’s code and has been used to direct the creation and implementation of its visual and sound assets. The only non-generated assets are a small selection of CC0 sounds. | Shamaan | - | Sep 10, 2026 | |
Tidy Up! Retro Shop In-game content art | Some of the graphics used in the game were generated with the assistance of generative AI | Traum Axis | - | Sep 10, 2026 | |
NucleoSynthetica In-game content art | Generative AI was solely utilized to create the 2D background artwork for the main menu screen. | AnNguyen | - | Sep 10, 2026 | |
HitPsycho In-game content artaudio | Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world. | Retroboi64 | - | Sep 10, 2026 | |
Juggernaut Unclear codeartaudio | AI Breakdown
Source code: 100%
Graphics: 60%
Sound: 50%
Effects: 100% | MAGES. Inc. | - | Sep 10, 2026 | |
Dyson:DesktopFactory In-game content artcode | 游戏开发期间借助 Claude 大模型辅助完成部分代码撰写与逻辑梳理,部分 UI 界面、动画视觉素材使用 AI 工具辅助创作。游戏整体玩法框架、核心业务逻辑、数值策划全部由开发者独立设计与校验。
游戏正式运行时不会联网访问任何 AI 服务,不会在游戏内实时生成任何玩家可见内容。 | XRT | - | Sep 10, 2026 | |
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
CYBERLIFE In-game content text | Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible. | CYBERLIFE Studios | - | Sep 10, 2026 | |
Blind Shaman Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Nightforge Games | - | Sep 9, 2026 | |
Sandcastle Battle In-game content arttextaudio | The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | Eklo Studio | - | Sep 9, 2026 | |
Cyan Moon - The Simulation Program In-game content text | The Settings and Guide Texts are partially generated by generative AI. | Daishi11 | - | Sep 9, 2026 | |
GridCraft In-game content artaudio | Some visual assets and music featured in this game were initially created with the assistance of generative AI tools. All AI-assisted content has been carefully reviewed, selected, and substantially refined by the developer to ensure consistent artistic direction, cohesive style, and a high standard of quality throughout the game. | hy_studio | - | Sep 9, 2026 | |
Apocalypticlick In-game content art | Generative AI was used to prototype and stylize most pixel art. Generative AI was NOT used for writing, music, or mechanics. | Aaron Meier | - | Sep 9, 2026 | |
Cursor Charm Dev only | Generative AI tools were used in a limited capacity during development. | ShadowPane | 11 | Sep 8, 2026 | |
丧尸围楼 In-game content art | Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play. | 唐華漢 | - | Sep 7, 2026 | |
拼豆! In-game content artaudio | Generative AI tools were used during development to assist with some in-game artwork, promotional/store artwork, and several music tracks. All AI-assisted content was reviewed and approved by the developer before use. The game does not use generative AI during runtime. | Elsewhere | - | Sep 7, 2026 | |
Morphsea: Abyssal Evolution In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Jungu | - | Sep 7, 2026 | |
Project Seaborne Unclear | This game uses AI generated images.
This game's creation was assisted by AI. | TLP Studios | - | Sep 7, 2026 | |
Phantom Line: Prologue In-game content audio | Phantom Line: Prologue contains some voices generated by voice synthesizers. | Antistatic Studios Inc | - | Sep 7, 2026 | |
Creator Shelter In-game content art | Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service. | Kalzon Studio | - | Sep 7, 2026 | |
Broadband Architect In-game content art | Some current artworks are AI-generated as well as ingame assets, However before full relaase all AI Generated artwork will be replaced. | Thomas Lee | - | Sep 6, 2026 | |
Orrery: Live Solar System Wallpaper Store/marketing codetext | An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs. | plawanzz | - | Sep 6, 2026 | |
Game Dev Empire In-game content art | Some art content is IA placeholder. | Honeylantern Games | - | Sep 6, 2026 | |
Moon Basketball In-game content codeart | The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image. | ZenChild | - | Sep 6, 2026 | |
Valley of Stability In-game content art | Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running. | Filip Pancik | - | Sep 5, 2026 | |
Feranidus In-game content art | Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running. | Uncle Skrufters | - | Sep 4, 2026 | |
Tiny Kopitiam In-game content artcode | Uncle is 3D artist, uncle job replaced by AI, so uncle learn coding and use AI tool to assist with software programming. Uncle also use photoshop AI to modify some 2D textures.
Everything else is handcrafted, especially the 3D models. AI generated 3D model sucks but I think it's gonna catch up soon at this rate 😭 | Uncle | - | Sep 4, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 |