Some illustrations in‑game are created using AI‑generated frameworks, followed by subsequent manual refinement.
- Creator
- Yang Studio
- Reviews
- -
- Added
- Aug 31, 2026
Public Steam disclosure research 25,695 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.
Some illustrations in‑game are created using AI‑generated frameworks, followed by subsequent manual refinement.
Blind Spot's writing, art, audio, and design were created without generative AI. AI was used in one area: localization. Every language was handled identically. All in-game dialogue was translated entirely by human translators, with no AI involvement at any stage. The interface text, some menu text, options, and other short UI strings were given an AI first pass, which the same human translators then reviewed and corrected language by language before it shipped. No AI-generated art, audio, or gameplay content appears in the game.
Sound effects and accompaniment partially created by AI
Bilder
AI is used in some of the musics in game. AI is used for Game's logo
Some of the game's visual assets (background artwork, orb and planet textures, UI elements) as well as the store page capsules and marketing images were created with the help of AI image-generation tools. The background music was created using AI music tools. All AI-assisted content was reviewed, edited and curated by the developer, who holds the rights to use it.
We have used generative AI to obtain sketches, icons, artwork, and code to move faster in development.
OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer.
The developer describes how their game uses Generative AI in the development process: - Pre-generated Content: Generative AI tools were used during development to assist in creating concept art, text drafts, and localization text. All AI-assisted assets were subsequently reviewed, edited, and refined by the developer. - The game does not contain any live-generated AI content during gameplay.
Rally Point's visuals and store art are drawn by code from the game's own geometry. No image, audio, or voice generation model was used. That code was written with AI assistance, as were the non-English translations.
The game uses generative artificial intelligence on informative text messages and coding assistance. The game rules and campaign maps are crafted by a human,.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
- Audio: background music is generated with AI music tools. - Translation: in-game and store text is translated using AI. - Code: the game's code, including the code that draws every visual at runtime, was written with the help of an AI coding assistant.
Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay.
Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
This game uses generative artificial intelligence in the production of some visual assets (environment textures/materials and promotional artwork), with human review and curation. No AI content is generated in real time during gameplay — the story, gameplay, and in-game experience are created and controlled by the team.
Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay.
During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset. No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed.
AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content.
Some code is generated using AI
AI was used during sound and art asset authoring. Also assisted with game code.
Game assets are AI Generated
Generative AI tools were used during development (coding assistance). No content is generated at runtime.
The facial graphics and backgrounds are illustrations created using a commercially available AI model, with some modifications and additions.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Some marketing capsules, some icons, then reworked by an artist.
Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay.
Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations.
AI was used in assisting for the coding of this game and that's it.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game languages and external content, such as our Steam page.
AI is used as a translation aid for localizing in-game text and Steam store page text into the supported languages. All original Japanese text is written by the developer.
icons and images were generated with using AI
AI assisted coding
Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay.
Generative AI was used selectively during development, always under direct human authorship and review: • Code — An AI coding assistant supported development as a productivity tool; all systems were designed, reviewed, and tested by the developer. • Key art — The Steam key art was created with generative AI, then curated and hand-finished by the developer. All in-game tilesets and character art are licensed, human-made asset packs. • Music — Background music tracks were produced with the assistance of generative AI tools, then selected, edited, and mixed by the developer. The game contains no live-generated AI content: nothing is generated by AI at runtime.
游戏部分背景采用AI绘画 角色纸娃娃为手绘
AI was used to generate some of the background images.
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
We use generative AI to assist in the development of the game, including for coding and visual assets.
AI translation is used for multiple languages
Translated using generative AI
Some visual assets in the game were originally created and edited manually using image editing software, and were later refined with generative AI tools. AI was used only as part of the visual refinement process. Final assets were reviewed and edited by the developer before being included in the game.
Steam store page logo and cover art made with ai tools
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
南京1937:刺刀下的呼吸 In-game content art | Some illustrations in‑game are created using AI‑generated frameworks, followed by subsequent manual refinement. | Yang Studio | - | Aug 31, 2026 | |
BLIND SPOT In-game content text | Blind Spot's writing, art, audio, and design were created without generative AI.
AI was used in one area: localization. Every language was handled identically. All in-game dialogue was translated entirely by human translators, with no AI involvement at any stage. The interface text, some menu text, options, and other short UI strings were given an AI first pass, which the same human translators then reviewed and corrected language by language before it shipped.
No AI-generated art, audio, or gameplay content appears in the game. | Kyle Simpson | - | Aug 31, 2026 | |
Nosophobia In-game content audio | Sound effects and accompaniment partially created by AI | Venge | - | Aug 31, 2026 | |
Rerack Unclear | Bilder | Pest Studios | - | Aug 31, 2026 | |
Pointless Climb In-game content audioart | AI is used in some of the musics in game.
AI is used for Game's logo | Morteza Ahmadi | - | Aug 31, 2026 | |
Nova Drop In-game content artaudio | Some of the game's visual assets (background artwork, orb and planet textures, UI elements) as well as the store page capsules and marketing images were created with the help of AI image-generation tools. The background music was created using AI music tools. All AI-assisted content was reviewed, edited and curated by the developer, who holds the rights to use it. | GenTake Studio | - | Aug 31, 2026 | |
Vauren's BeastBorn In-game content artcode | We have used generative AI to obtain sketches, icons, artwork, and code to move faster in development. | Aharon TB | - | Aug 31, 2026 | |
弹珠洪流 Dev only codetext | OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer. | 铭轩魔王 | - | Aug 31, 2026 | |
Gudu! Witch & Meltdown In-game content arttext | The developer describes how their game uses Generative AI in the development process:
- Pre-generated Content: Generative AI tools were used during development to assist in creating concept art, text drafts, and localization text. All AI-assisted assets were subsequently reviewed, edited, and refined by the developer.
- The game does not contain any live-generated AI content during gameplay. | 铭轩魔王 | - | Aug 31, 2026 | |
Rally Point In-game content arttext | Rally Point's visuals and store art are drawn by code from the game's own geometry. No image, audio, or voice generation model was used. That code was written with AI assistance, as were the non-English translations. | AnotherBuild | - | Aug 31, 2026 | |
Hexstead In-game content textcode | The game uses generative artificial intelligence on informative text messages and coding assistance. The game rules and campaign maps are crafted by a human,. | pelidevaaja | - | Aug 31, 2026 | |
Timber! Idle Village Builder In-game content artaudiotext | Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime. | Velron Games | - | Aug 31, 2026 | |
My Snake Likes Apples In-game content audiotextcode | - Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant. | A Day of Europa | - | Aug 31, 2026 | |
Happy Pawlets In-game content artcode | Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay. | MossyLab | - | Aug 31, 2026 | |
System Arrival In-game content art | Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services. | ANLI GAMES | - | Aug 31, 2026 | |
Fake Hero In-game content artaudio | Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game. | Surprising Studio | - | Aug 31, 2026 | |
Stay Inside: After Shift In-game content art | This game uses generative artificial intelligence in the production of some visual assets (environment textures/materials and promotional artwork), with human review and curation. No AI content is generated in real time during gameplay — the story, gameplay, and in-game experience are created and controlled by the team. | Gabriel Reetz | - | Aug 31, 2026 | |
BOB LOGISTICS In-game content textart | Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game. | WINDUP | - | Aug 31, 2026 | |
Fish Them All! In-game content text | Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services. | Funyamora Games | - | Aug 31, 2026 | |
Agent Pro In-game content artaudiotextcode | Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay. | LKD studio | - | Aug 31, 2026 | |
Incremental Wars In-game content art | During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations. | Artex Games | - | Aug 31, 2026 | |
LINE WARLORD In-game content arttext | Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime. | Nestward | - | Aug 31, 2026 | |
For Her Crown Store/marketing art | Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset.
No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game. | pillarset | - | Aug 31, 2026 | |
Galacto In-game content text | We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI | Guillermo Gonzalez | - | Aug 31, 2026 | |
Milesyon In-game content arttext | This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed. | Studio Milesyon | - | Aug 31, 2026 | |
暗黑骨牢 Store/marketing art | AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content. | Bunny Moon Shady | - | Aug 31, 2026 | |
One Last Draw Dev only code | Some code is generated using AI | GuaHe | - | Aug 31, 2026 | |
That's Not My Bowl In-game content artaudiocode | AI was used during sound and art asset authoring. Also assisted with game code. | Shocki Productions | - | Aug 31, 2026 | |
Spill The Ink In-game content art | Game assets are AI Generated | CruCauseDry | - | Aug 31, 2026 | |
PLANETOON Dev only code | Generative AI tools were used during development (coding assistance). No content is generated at runtime. | TOBON GAME | - | Aug 31, 2026 | |
悪徳受付嬢エリナ In-game content art | The facial graphics and backgrounds are illustrations created using a commercially available AI model, with some modifications and additions. | Craftsoft | - | Aug 30, 2026 | |
Orb Rush VR In-game content artcodeaudiotext | This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime. | R-S | - | Aug 30, 2026 | |
Blackout Route In-game content art | Some marketing capsules, some icons, then reworked by an artist. | Blackout Inc. | - | Aug 30, 2026 | |
The Rallying Ball Store/marketing art | Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay. | Damian Michalski | - | Aug 30, 2026 | |
Heroes of Brihn Store/marketing art | Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations. | Scott Conway | - | Aug 30, 2026 | |
BULLETJUMP Dev only code | AI was used in assisting for the coding of this game and that's it. | N3WO | - | Aug 30, 2026 | |
Frog Pond Simulator In-game content text | Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game languages and external content, such as our Steam page. | Black Flamingo Games | - | Aug 30, 2026 | |
MOP’N SPARK In-game content text | AI is used as a translation aid for localizing in-game text and Steam store page text into the supported languages. All original Japanese text is written by the developer. | Omoplata Games | - | Aug 30, 2026 | |
Tropic Industry In-game content art | icons and images were generated with using AI | ZD Games | - | Aug 30, 2026 | |
Things That Happen on the Map - Realm Simulator Dev only code | AI assisted coding | Lysemin | - | Aug 29, 2026 | |
Shuffle Lounge In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay. | 7koma | - | Aug 29, 2026 | |
zombie motel 96 Store/marketing artaudiocode | Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime. | OFFtheREAL | - | Aug 29, 2026 | |
Disaster City: Magical Girl Dispatch In-game content art | 游戏部分背景采用AI绘画
角色纸娃娃为手绘 | 黑帽雀 | - | Aug 29, 2026 | |
Techfront In-game content art | AI was used to generate some of the background images. | nucleus_genius | - | Aug 29, 2026 | |
Dialshift In-game content audioart | Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay. | Georg Konrad | - | Aug 29, 2026 | |
Hexwell Dev only artcode | We use generative AI to assist in the development of the game, including for coding and visual assets. | Torpedo Penguin | - | Aug 29, 2026 | |
You Will Get Rich! In-game content text | AI translation is used for multiple languages | fortunate bull | - | Aug 29, 2026 | |
Get Stronger! Auto‑Chess Unclear text | Translated using generative AI | heheihei | - | Aug 29, 2026 | |
Seven Nights of the Black Tide In-game content art | Some visual assets in the game were originally created and edited manually using image editing software, and were later refined with generative AI tools. AI was used only as part of the visual refinement process. Final assets were reviewed and edited by the developer before being included in the game. | YuanMu | - | Aug 29, 2026 | |
Sad Virus Ruined Land Store/marketing art | Steam store page logo and cover art made with ai tools | Valkeala Software | - | Aug 29, 2026 |