For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
- Creator
- HELLBENT Team
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,706 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.
For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
This game is a solo project, and to help bring this world to life, I’ve utilized generative AI as a digital collaborator. I use these tools to help generate [e.g., background assets, soundscapes, or UI elements] that would otherwise be out of reach for a team of one. Every AI-assisted asset has been carefully curated and edited by hand to ensure it fits the game's unique style and narrative.
Due to lack of artistic capabilities some raw assets shown in the store page have been generated and manually edited to fit the games purpose (Skill Issue lol) Most assets have been replaced in a later build
SWARMFALL uses generative AI only for the following 2D images: Hero icons / profile pictures displayed in the UI and on the store page Some marketing assets (Steam capsules, banners) and trailer music All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time.
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
Few art and 3D models were gerenated using generative AI
This game uses generative artificial intelligence to assist with development. AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code. All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality.
Currently, AI is used to generate some images like character portraits, icons, music. Some will be changed when there is a budget.
Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay.
Some assets on this store page were created with AI assistance.
This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay.
Specifically: Tools used: ChatGPT What was created with AI: Capsule images, library assets, and in-game artwork (backgrounds, visual elements, UI components). Process: All AI-generated outputs were reviewed, curated, and edited by me to ensure they fit the game's pixel-neon aesthetic and overall style. Outputs that did not meet quality or style standards were discarded or further edited. Rights & legal compliance: I have taken care to avoid generating content that infringes on existing copyrights or trademarks. No prompts referenced real persons, specific copyrighted characters, or trademarked properties. The final assets are used only within this game and its marketing materials. No live-generated AI is used during gameplay. All AI-generated content was finalized during development and ships as static assets.
Konzept Art und Claude Code
I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development.
代码和BGM
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
Generative AI was used for script proofreading, partial translation, and some in-game textures. To ensure high quality and originality, all AI-generated content has been manually reviewed, refined, and integrated to align with our creative vision.
Some store graphical assets, store copy drafts, and internal development materials were generated or assisted with AI tools. The game itself does not generate AI content during gameplay.
- Capsule Images were AI generated and later tweaked.
Part of the store page materials are AI-assisted.
AI tools were used to assist in generating pixel art sprites (PixelLab) All generated assets were reviewed, curated, and post-processed by the developer.
A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime.
This is my first game project, created as a learning experience and a personal milestone in my journey as a developer. Some of the game assets, including 3D models and music, have been generated using artificial intelligence tools. These resources are used to support the creative process and allow me to focus on gameplay design, programming, and overall game development. All AI-generated content has been carefully selected, integrated, and refined to fit the artistic direction and gameplay experience of the project.
Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations.
This game utilized AI generation tools for some background images and character portraits.
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
Generative AI was used to create sound effects and as an assistant for programming code
Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights.
Some of the art is generated, and Localization was done by AI as well. These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used to assist with parts of development (including some code drafting) and store page writing. All content was reviewed and finalized by the developer, and no AI-generated runtime content is included.
select sound effects and voice acting was created by AI
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.
This game uses generative tools for art and audio.
Some arranged versions of the background music include sounds generated with AI assistance. All original compositions and other content, including graphics and game design, were created entirely by the developer.
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
AI was used for the localization of this store page.
Coding assistans, Concept Art
本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。
Texture generation, upscaling, and store page capsules.
AI helped me create images for the Steam store and helped me implement certain game mechanics.
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game. The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
all portrait photos were ai generated
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
Some characters are generated using AI
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
HELLBENT Dev only art | For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release. | HELLBENT Team | - | May 23, 2026 | |
ScreenCade In-game content artaudio | This game is a solo project, and to help bring this world to life, I’ve utilized generative AI as a digital collaborator. I use these tools to help generate [e.g., background assets, soundscapes, or UI elements] that would otherwise be out of reach for a team of one. Every AI-assisted asset has been carefully curated and edited by hand to ensure it fits the game's unique style and narrative. | Rabbit House Games | - | May 23, 2026 | |
Octogun - Idle Store/marketing art | Due to lack of artistic capabilities some raw assets shown in the store page have been generated and manually edited to fit the games purpose (Skill Issue lol)
Most assets have been replaced in a later build | Ivy Leaf | - | May 23, 2026 | |
SwarmFALL In-game content art | SWARMFALL uses generative AI only for the following 2D images:
Hero icons / profile pictures displayed in the UI and on the store page
Some marketing assets (Steam capsules, banners) and trailer music
All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time. | Yonis | - | May 23, 2026 | |
Revenge & Defend In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay. | Demirel Sia | - | May 23, 2026 | |
Rebirth: Denied Protocol | Few art and 3D models were gerenated using generative AI | RXD Games | - | May 23, 2026 | |
CRYPTSHOOTER In-game content artaudiotextcode | This game uses generative artificial intelligence to assist with development.
AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code.
All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality. | Kronarc Engine Collective | - | May 23, 2026 | |
Little Master In-game content artaudio | Currently, AI is used to generate some images like character portraits, icons, music. Some will be changed when there is a budget. | Sang Hendrix | - | May 23, 2026 | |
Point Shooter Store/marketing art | Some promotional artwork for Point Shooter was created or edited with generative AI tools. The game itself does not use generative AI during gameplay. | Awesome Developer Name | - | May 23, 2026 | |
火龙传奇 Store/marketing | Some assets on this store page were created with AI assistance. | 火龙传奇 | 41 | May 23, 2026 | |
Hell Girl In-game content art | This game uses generative AI to create certain visual assets, such as images used in the opening and ending sequences. All AI-generated content is pre-rendered and does not affect gameplay. | KHD Games | - | May 23, 2026 | |
The Punchbag Machine In-game content art | Specifically:
Tools used: ChatGPT
What was created with AI: Capsule images, library assets, and in-game artwork (backgrounds, visual elements, UI components).
Process: All AI-generated outputs were reviewed, curated, and edited by me to ensure they fit the game's pixel-neon aesthetic and overall style. Outputs that did not meet quality or style standards were discarded or further edited.
Rights & legal compliance: I have taken care to avoid generating content that infringes on existing copyrights or trademarks. No prompts referenced real persons, specific copyrighted characters, or trademarked properties. The final assets are used only within this game and its marketing materials.
No live-generated AI is used during gameplay. All AI-generated content was finalized during development and ships as static assets. | urdentstudios | - | May 23, 2026 | |
Most Scuffed Golf Unclear artcode | Konzept Art und Claude Code | Wieland Welte | - | May 23, 2026 | |
Arena 2006 Dev only | I'm a one man team that wants to release a video game in 1 year. I'm experimenting with using AI to help speed up development. | Halston | - | May 23, 2026 | |
The Blade Unclear codeaudio | 代码和BGM | 阿桑工作室 | - | May 23, 2026 | |
F.R.E.D.'s Ascent In-game content artaudiotext | All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations
of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime. | buddycore Studio | - | May 23, 2026 | |
Hachishakusama | 八尺様がいた夏休み In-game content textart | Generative AI was used for script proofreading, partial translation, and some in-game textures. To ensure high quality and originality, all AI-generated content has been manually reviewed, refined, and integrated to align with our creative vision. | Fukachi World | - | May 23, 2026 | |
水果贪食蛇 Store/marketing arttext | Some store graphical assets, store copy drafts, and internal development materials were generated or assisted with AI tools. The game itself does not generate AI content during gameplay. | BAI XIAOGUANG | - | May 23, 2026 | |
Bound By A Curse Store/marketing art | - Capsule Images were AI generated and later tweaked. | Maiku_Dev | - | May 23, 2026 | |
1.76复古沉默 Store/marketing | Part of the store page materials are AI-assisted. | 复古沉默 | 88 | May 23, 2026 | |
ROGUETRIP In-game content art | AI tools were used to assist in generating pixel art sprites (PixelLab) All generated assets were reviewed, curated, and post-processed by the developer. | Slipgun Studios | - | May 23, 2026 | |
Death Revenge In-game content art | A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime. | Happy Tears | - | May 23, 2026 | |
Primus Survivors In-game content artaudio | This is my first game project, created as a learning experience and a personal milestone in my journey as a developer.
Some of the game assets, including 3D models and music, have been generated using artificial intelligence tools. These resources are used to support the creative process and allow me to focus on gameplay design, programming, and overall game development.
All AI-generated content has been carefully selected, integrated, and refined to fit the artistic direction and gameplay experience of the project. | Primus Survivors | - | May 23, 2026 | |
Nobody's Erde In-game content audio | Artificial intelligence was used as an auxiliary tool in production, including the creation of pre-generated voices and dubbing. The game does not use real-time generative AI and does not contain AI-generated images, 3D models, or animations. | Danger Hopeless | - | May 23, 2026 | |
Artificial Dawn In-game content art | This game utilized AI generation tools for some background images and character portraits. | Biryeong | - | May 23, 2026 | |
Forest of Numbers In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | May 23, 2026 | |
Estancia Protocol Zero In-game content audiocode | Generative AI was used to create sound effects and as an assistant for programming code | 490 Forge | - | May 23, 2026 | |
I HATE SNAKE: Retro Phone Simulator In-game content audio | Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights. | Ivory Games | - | May 23, 2026 | |
Sync or Sink In-game content arttext | Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch | SyrupyGames | - | May 23, 2026 | |
OuroborosSnake Store/marketing codetext | Generative AI was used to assist with parts of development (including some code drafting) and store page writing. All content was reviewed and finalized by the developer, and no AI-generated runtime content is included. | whilebox | - | May 23, 2026 | |
Maelor The Robot: Going Rogue In-game content audio | select sound effects and voice acting was created by AI | Andromeda Studios | - | May 23, 2026 | |
Omnicore In-game content text | Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay. | SwabbieGames | - | May 23, 2026 | |
Crownborne In-game content artaudio | This game uses generative tools for art and audio. | LumenStudio | - | May 23, 2026 | |
MUGI In-game content audio | Some arranged versions of the background music include sounds generated with AI assistance. All original compositions and other content, including graphics and game design, were created entirely by the developer. | 反動のゲームちゃんねる | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
EATY In-game content text | AI was used for the localization of this store page. | TANZI GAMES | - | May 23, 2026 | |
Skillpoint Warrior Unclear codeart | Coding assistans, Concept Art | Simon801 | - | May 23, 2026 | |
甜心跑酷 In-game content art | 本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。 | Hakumao Games | - | May 23, 2026 | |
The Lakeview Orb 2: Consequences In-game content art | Texture generation, upscaling, and store page capsules. | A-Grand HT | - | May 23, 2026 | |
NEVEREND Store/marketing artcode | AI helped me create images for the Steam store and helped me implement certain game mechanics. | KTENIUM | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | May 23, 2026 | |
Death Before Decaf In-game content art | Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay. | Overdose Interactive | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Interzone In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | May 23, 2026 | |
Final Rites In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Missing: A Kid(s)Nap Store/marketing art | all portrait photos were ai generated | Sebastian Strahler | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
少女战姬 In-game content arttext | Some characters are generated using AI | Valkyrie Girl Studio | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | May 23, 2026 |