Development may involve AI and procedural tools, but the final content is shaped and finished by our team
- Creator
- PlayVibe
- Reviews
- -
- Added
- May 23, 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.
Development may involve AI and procedural tools, but the final content is shaped and finished by our team
Generated decal of insanity markings on the wall with ai.
AI is used to generate voice over and some menu music to better immerse the player into the world and guide the player throughout the levels
Store page localization. In-game localization (Spanish, French, German, Russian, Portuguese, Korean)
Stories, 2D prop assets, 3D prop assets
We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes purchase assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard. That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through. AI-generated art is NOT something we want to include in our game.
Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay.
Some scripts, documentation, and marketing texts in The Clownhouse were created with the assistance of AI-based tools. All AI-generated content has been reviewed, edited, and approved by the development team to ensure quality and consistency with the game's vision. No AI-generated art, sound, music, or voice acting is used in this game. All visual assets, audio, and core creative content were made by humans.
Some Menu items that I had trouble with re doing again
We use generative AI tools to create and enhance various in-game assets, including environmental textures and marketing materials such as store banners. This helps us achieve a higher level of visual detail and atmosphere in the game world.
The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes.
Generated sounds, images, end theme, and subtitle translations.
Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content.
Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue. Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce.
Generative AI was used for store page translations and trailer music only. The game itself does not contain AI-generated content.
We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI.
Some of the images used in the game are generated by AI.
Generative AI tools were used as part of the creative workflow to help produce certain marketing and promotional assets, such as concept artwork and store page imagery. The game itself, including all gameplay, mechanics, in-game assets, and narrative content, is developed by a human team. No generative AI is used to create live or dynamic content within the game.
Store based items and some ICON art that was then modified to fit game
Background images and some icons were generated using AI tools. Portions of the music were generated using the AI music tool Suno.
Generative AI was used for the localization and translation of some languages in this game.
The title image was created with AI. The music was created with AI. AI-generated Steam library images. AI-translated language localization.
AI was used for the swapped artwork (paintings/statues), for the creation of the character models, for music and for text translations.
Some of the store page and in-game art appears to be potentially AI-generated.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable.
Some visual and descriptive content in this game was created with the assistance of generative AI tools during development. All gameplay logic, level design, and final content were reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay.
Promotional art (advertising images) for the store page and some game assets were created using artificial intelligence.
NPC dialogue in the game is generated at runtime using a fully local, private AI model that runs entirely on the player’s computer. This AI is used solely to generate NPC text responses during gameplay. No external servers or datacenters are used, and all interactions remain fully local. The AI output is constrained to in-game interactions and does not generate prohibited content. No AI was used in the development of the game’s code, art, soundtrack, or Steam store page.
We use generative AI as a support tool in development, mainly for music and some textures. The generated material was reviewed and adjusted by the human team before being integrated into the game.
AI is used to translate in-game text.
This game uses generative AI for various voice overs.
Development utilized AI for the following: - Interior textures for building decor (book covers and paintings) - Code generation and programming assistance during the latter half of development
During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team.
This game contains AI-generated music.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
The 3D models are standard purchased assets (e.g., Synty Studios) and are NOT AI-generated. Generative AI tools (e.g., ChatGPT) were used to assist in writing parts of the game code during development. The background music tracks and sound effects were created using generative AI tools. Additionally, some marketing materials on the Store Page (such as the logo and capsule artwork) were created using generative AI tools.
Generative AI was used during the development process to create static background textures, minor prop details (e.g., labels), and voiceovers. Voice assets were created using AI voice synthesis/changer tools based on the developer's original vocal recordings. All AI-generated assets were manually reviewed and implemented. No AI is used to generate content in real-time while the game is running.
AI generated logos.
The character voice in Trailer
AI has been used to translate the store page as well as in-game text.
Some Sounds and 2d Image
Generative AI tools were utilized during the development process to create base assets for certain environmental textures, prop designs, and auxiliary texts. All AI-assisted contents have been manually refined and edited by the developer to fit the game's unique atmosphere and artistic vision.
During the development of Gloom, generative AI technologies were used to create promotional images, concept designs, and marketing videos. Additionally, certain in-game visual assets and cinematic videos displayed during gameplay were also developed using generative AI. All AI-generated content has been thoroughly reviewed, manually edited, and refined by the developer to ensure it meets the game's quality standards and atmospheric requirements.
Some store capsule, library, and marketing artwork were generated using AI tools and then manually edited by the developer. No AI-generated content is used during gameplay, and the game does not generate AI content live while running.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
AI tools were used during development for certain visual cutscenes. All AI-generated content was reviewed, edited, and integrated by the developer. No AI systems are used during gameplay.
AI assisted tooling has been used sparingly during the creation of some in-game content: Music, textures
Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Jailbreak Dev only | Development may involve AI and procedural tools, but the final content is shaped and finished by our team | PlayVibe | - | May 23, 2026 | |
The Crimson Lyre In-game content art | Generated decal of insanity markings on the wall with ai. | Fleece Cardigan | - | May 23, 2026 | |
Legion: Dead Metal In-game content audio | AI is used to generate voice over and some menu music to better immerse the player into the world and guide the player throughout the levels | GRID IRON STUDIOS | - | May 23, 2026 | |
Narin: The Orange Room In-game content text | Store page localization.
In-game localization (Spanish, French, German, Russian, Portuguese, Korean) | RedSensationGames | 79 | May 23, 2026 | |
Tumblefire Unclear textart | Stories, 2D prop assets, 3D prop assets | Lost Rabbit Digital | - | May 23, 2026 | |
Crime Scene Cleaner art | We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes purchase assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard.
That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through.
AI-generated art is NOT something we want to include in our game. | President Studio | 15.1k | May 23, 2026 | |
My House on the 9th Floor Dev only arttext | Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay. | RSapling | - | Mar 18, 2026 | |
Carnival Horror Store/marketing text | Some scripts, documentation, and marketing texts in The Clownhouse were created with the assistance of AI-based tools. All AI-generated content has been reviewed, edited, and approved by the development team to ensure quality and consistency with the game's vision.
No AI-generated art, sound, music, or voice acting is used in this game. All visual assets, audio, and core creative content were made by humans. | AxlPlay | - | Mar 18, 2026 | |
Portable Ops 2 general | Some Menu items that I had trouble with re doing again | Outlaw Games | - | Mar 18, 2026 | |
WHISPERWOOD In-game content art | We use generative AI tools to create and enhance various in-game assets, including environmental textures and marketing materials such as store banners. This helps us achieve a higher level of visual detail and atmosphere in the game world. | Komakolar | - | Mar 18, 2026 | |
Mai's Hunger In-game content audiotext | The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes. | Game Opus | - | Mar 18, 2026 | |
Caution Ahead: Part 3 In-game content audioarttext | Generated sounds, images, end theme, and subtitle translations. | Ionic Relay | - | Mar 18, 2026 | |
Gerze The Deep In-game content artaudio | Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content. | Ceus Games | - | Mar 18, 2026 | |
Binded Souls Dev only codeart | Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue.
Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce. | Cyrillic Digital | - | Mar 18, 2026 | |
Silentia In-game content textaudio | Generative AI was used for store page translations and trailer music only. The game itself does not contain AI-generated content. | Night Raid Games | - | Mar 18, 2026 | |
FILENDS In-game content arttext | We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI. | MFI GAMES | - | Mar 18, 2026 | |
到达彼岸 In-game content art | Some of the images used in the game are generated by AI. | 张崇 | - | Mar 18, 2026 | |
Gecko: Wall Hacker In-game content art | Generative AI tools were used as part of the creative workflow to help produce certain marketing and promotional assets, such as concept artwork and store page imagery.
The game itself, including all gameplay, mechanics, in-game assets, and narrative content, is developed by a human team.
No generative AI is used to create live or dynamic content within the game. | Bright 8 Games | - | Mar 18, 2026 | |
Dracula - Blood Moon In-game content art | Store based items and some ICON art that was then modified to fit game | Outlaw Games | - | Mar 18, 2026 | |
Vector 2147 In-game content artaudio | Background images and some icons were generated using AI tools.
Portions of the music were generated using the AI music tool Suno. | Gabriel Jordaan | - | Mar 18, 2026 | |
IROONI - Color Tag - In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Mar 18, 2026 | |
DeadSlayers In-game content artaudiotext | The title image was created with AI.
The music was created with AI.
AI-generated Steam library images.
AI-translated language localization. | JINI SOFT | - | Mar 18, 2026 | |
AI Slop: The Race to AGI In-game content artaudiotext | AI was used for the swapped artwork (paintings/statues), for the creation of the character models, for music and for text translations. | CezanneSoft | - | Mar 18, 2026 | |
Getaway Golf In-game content art | Some of the store page and in-game art appears to be potentially AI-generated. | schizmo | - | Mar 18, 2026 | |
The charming and beautiful proprietress In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | Mar 18, 2026 | |
Evil thing In-game content art | Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable. | 穷B没钱做游戏 | - | Mar 18, 2026 | |
Echoes of the Dark Tomb In-game content arttext | Some visual and descriptive content in this game was created with the assistance of generative AI tools during development.
All gameplay logic, level design, and final content were reviewed and curated by the developer.
No AI-generated content is created dynamically during gameplay. | Redorbb studio | - | Mar 18, 2026 | |
MADURO RUN In-game content art | Promotional art (advertising images) for the store page and some game assets were created using artificial intelligence. | Biba Production | 14 | Mar 18, 2026 | |
Trust Me, I Work Here Live AI text | NPC dialogue in the game is generated at runtime using a fully local, private AI model that runs entirely on the player’s computer. This AI is used solely to generate NPC text responses during gameplay. No external servers or datacenters are used, and all interactions remain fully local. The AI output is constrained to in-game interactions and does not generate prohibited content. No AI was used in the development of the game’s code, art, soundtrack, or Steam store page. | Youri | - | Mar 18, 2026 | |
Testimony - Night Underground In-game content audioart | We use generative AI as a support tool in development, mainly for music and some textures. The generated material was reviewed and adjusted by the human team before being integrated into the game. | Testimony | - | Mar 18, 2026 | |
HaCo In-game content text | AI is used to translate in-game text. | goromatsu | - | Mar 18, 2026 | |
Everyone's dead In-game content audio | This game uses generative AI for various voice overs. | Reindeer Grove | - | Mar 18, 2026 | |
OFFICE KEEPER In-game content artcode | Development utilized AI for the following:
- Interior textures for building decor (book covers and paintings)
- Code generation and programming assistance during the latter half of development | Watamos | - | Mar 18, 2026 | |
Cognitive Fracture In-game content audioart | During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team. | Funny Spritz Interactive | - | Mar 18, 2026 | |
Need For Steal In-game content audio | This game contains AI-generated music. | Night Badgers Studio | - | Mar 18, 2026 | |
MAZY Store/marketing art | To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI. | Pierpiero | - | Mar 18, 2026 | |
Crime City Center In-game content codeaudioart | The 3D models are standard purchased assets (e.g., Synty Studios) and are NOT AI-generated.
Generative AI tools (e.g., ChatGPT) were used to assist in writing parts of the game code during development.
The background music tracks and sound effects were created using generative AI tools.
Additionally, some marketing materials on the Store Page (such as the logo and capsule artwork) were created using generative AI tools. | MEHMET SIDAR | - | Mar 18, 2026 | |
ZHITEN In-game content artaudio | Generative AI was used during the development process to create static background textures, minor prop details (e.g., labels), and voiceovers. Voice assets were created using AI voice synthesis/changer tools based on the developer's original vocal recordings. All AI-generated assets were manually reviewed and implemented. No AI is used to generate content in real-time while the game is running. | Black Bear | - | Mar 18, 2026 | |
ROBOT RIOT Store/marketing art | AI generated logos. | TATAMI TEAM | - | Mar 18, 2026 | |
Agent C In-game content audio | The character voice in Trailer | LIDO GAMES | - | Mar 18, 2026 | |
THE ANOMALY UNIT In-game content text | AI has been used to translate the store page as well as in-game text. | Middle Way | - | Mar 18, 2026 | |
Zombies & Battery Unclear artaudio | Some Sounds and 2d Image | Ransuz Studio | - | Mar 18, 2026 | |
FINIS ACTUS In-game content arttext | Generative AI tools were utilized during the development process to create base assets for certain environmental textures, prop designs, and auxiliary texts. All AI-assisted contents have been manually refined and edited by the developer to fit the game's unique atmosphere and artistic vision. | ShepherdWorks | 11 | Mar 18, 2026 | |
Gloom In-game content art | During the development of Gloom, generative AI technologies were used to create promotional images, concept designs, and marketing videos. Additionally, certain in-game visual assets and cinematic videos displayed during gameplay were also developed using generative AI. All AI-generated content has been thoroughly reviewed, manually edited, and refined by the developer to ensure it meets the game's quality standards and atmospheric requirements. | Alibaz Game Studio | - | Mar 18, 2026 | |
NightReaper2 Store/marketing art | Some store capsule, library, and marketing artwork were generated using AI tools and then manually edited by the developer.
No AI-generated content is used during gameplay, and the game does not generate AI content live while running. | DarkGoose4 | - | Mar 18, 2026 | |
Sexy female ghost love me In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | Mar 18, 2026 | |
Whispers of Appalachia In-game content art | AI tools were used during development for certain visual cutscenes. All AI-generated content was reviewed, edited, and integrated by the developer. No AI systems are used during gameplay. | Hidden Frame Interactive | - | Mar 18, 2026 | |
SLOP Crew In-game content audioart | AI assisted tooling has been used sparingly during the creation of some in-game content: Music, textures | Bureworks | - | 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 | |
Deadrock Salvation In-game content art | During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models | Ghost Machine | 37 | Mar 18, 2026 |