Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists.
- Creator
- NimbusCode Studio
- Reviews
- -
- Added
- Sep 27, 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.
Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists.
Artificial intelligence support has been utilized for technical and visual assets.
This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay.
The game uses AI assisted localization to make the experience accessible to players in different languages.
The Art 2d art in the main menu was AI generated through chat gpt.
Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation 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.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Localization only.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
Video, some textures, and 3D models
Texture, Materials, sounds
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay.
During development we used generative AI tools to create some of the game's 2D artwork and a portion of its 3D models, as well as some store page marketing artwork. All AI-assisted assets were reviewed, edited, and finalized by our team. The game does not generate AI content at runtime.
Artificial intelligence has been used to create localisations in languages other than Polish and English. If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them! Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates. This is a temporary solution, and we will replace all generated images by the time the full version of the game is released.
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
AI-assisted tools were used throughout development.
AI tools were used to assist in the creation of store Assets
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Generative AI tools were used to assist with some assets.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
The game contains voice over generated with AI tools. This was done to protect the privacy of the creators.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play.
Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service.
Some visual assets in the game were created using generative AI. This includes the game's logo and some of the artwork found in the hospital map. The hospital map is part of a purchased asset pack, and some of the artwork in the environment was already AI-generated.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play.
Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement.
AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content.
AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。 翻訳など外国語への置き換えに使用しています。
Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play.
AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets.
Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer. Generative AI was used for: Code and implementation support: OpenAI Codex and Anthropic Claude 3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai Writing and translation support: ChatGPT Sounds and voices were recorded by humans. Every part of the game was directed, reviewed, tested and refined by hand.
This work is produced by a one‑person company and AI.
"All artwork and video scenes in this game were pre-generated using AI tools. The in-game content is completely fixed, and no adult content or mode-switching code/mechanics are provided."
The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay.
AI assisted for Portraits.
Generative AI was used only as a supporting tool for creating fictional game names and for language translation.
Utilize AI for localized translation and pre-rendering
The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects.
We used AI to generate initial music tracks, concept art, and temporary translations into some languages. All materials were then thoroughly edited, reworked, and finalized by humans. Nothing went straight from the generator into the game.
In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures.
The relevant images have been stylized and optimized using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Rotting Corridor In-game content art | Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists. | NimbusCode Studio | - | Sep 27, 2026 | |
Kamira In-game content art | Artificial intelligence support has been utilized for technical and visual assets. | Daymark Studio | - | Sep 27, 2026 | |
チョーリーを探せ! In-game content artaudiotextcode | This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay. | wasshon | - | Sep 27, 2026 | |
Trox The Reversal In-game content text | The game uses AI assisted localization to make the experience accessible to players in different languages. | TROJAN PRODUCTIONS PRIVATE LIMITED | - | Sep 27, 2026 | |
The Anomalarian In-game content art | The Art 2d art in the main menu was AI generated through chat gpt. | Sion Kruger | - | Sep 27, 2026 | |
Poop Killer - The Golden Fart In-game content arttext | Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay. | 616 GAMES | - | Sep 27, 2026 | |
Football Academy 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. | Kiki Games | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | Sep 27, 2026 | |
Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Dread Below In-game content text | Localization only. | Run Radiant | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Clinical Memory Unclear artaudio | Texture, Materials, sounds | Zazuna Team | - | Sep 26, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | Sep 26, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Nova Origin In-game content art | Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay. | ZapNova Games | - | Sep 26, 2026 | |
Ghost Hunter In-game content art | During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime. | Tricky Spirit | - | Sep 26, 2026 | |
Returns Outlet Simulator In-game content textart | Artificial intelligence has been used to create localisations in languages other than Polish and English.
If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them!
Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates.
This is a temporary solution, and we will replace all generated images by the time the full version of the game is released. | Twisted Twice Games | 966 | Sep 26, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Seashell Hoarder Unclear | AI-assisted tools were used throughout development. | Zirve Games | - | Sep 25, 2026 | |
CHAMBER 13 Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Sep 25, 2026 | |
Too Many Capybaras: Sort Together In-game content art | This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play. | Tidywreck | - | Sep 25, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Leikkaus In-game content audio | The game contains voice over generated with AI tools. This was done to protect the privacy of the creators. | Leikkaus Team | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Anatolian Soup Simulator In-game content art | Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play. | Simurg Software and Games | - | Sep 25, 2026 | |
Minus Zero Live AI textart | Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service. | Black Thorn Labs LLC | - | Sep 25, 2026 | |
BlackSite Z In-game content art | Some visual assets in the game were created using generative AI. This includes the game's logo and some of the artwork found in the hospital map. The hospital map is part of a purchased asset pack, and some of the artwork in the environment was already AI-generated. | Oniskelis | - | Sep 25, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_studio | - | Sep 25, 2026 | |
Utkant In-game content textcode | Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play. | Mathias Rørvik | - | Sep 25, 2026 | |
BLASTCORE In-game content artaudio | Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement. | Grin Igor | - | Sep 25, 2026 | |
Eyes Behind 2 In-game content artaudiotext | AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content. | chambazGames | - | Sep 25, 2026 | |
供犠層 KYOGI STRATUM 操作員を募集しています Dev only codetext | AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。
翻訳など外国語への置き換えに使用しています。 | 旧東京 | - | Sep 25, 2026 | |
Haemu Station: The Last Announcement In-game content artaudiotext | Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play. | NION | - | Sep 25, 2026 | |
Theme Park Simulator Store/marketing textart | AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets. | Arya Interactive | - | Sep 25, 2026 | |
Quest for the Golden Nail In-game content arttextcode | Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer.
Generative AI was used for:
Code and implementation support: OpenAI Codex and Anthropic Claude
3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai
Writing and translation support: ChatGPT
Sounds and voices were recorded by humans.
Every part of the game was directed, reviewed, tested and refined by hand. | PoweredByPixels | - | Sep 25, 2026 | |
女巫便利店 Unclear | This work is produced by a one‑person company and AI. | 微光叙本游戏工作室 | - | Sep 25, 2026 | |
초요소녀 리리나 에볼루션 In-game content art | "All artwork and video scenes in this game were pre-generated using AI tools. The in-game content is completely fixed, and no adult content or mode-switching code/mechanics are provided." | SEO SOFT | - | Sep 25, 2026 | |
Never Ending Trail In-game content arttext | The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay. | Leonard | - | Sep 25, 2026 | |
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
Game Store Keeper Dev only text | Generative AI was used only as a supporting tool for creating fictional game names and for language translation. | StiffGits Games | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
BETWEEN ROOMS In-game content audio | The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects. | Viis | - | Sep 25, 2026 | |
Dead Bet In-game content audioarttext | We used AI to generate initial music tracks, concept art, and temporary translations into some languages.
All materials were then thoroughly edited, reworked, and finalized by humans.
Nothing went straight from the generator into the game. | CraftCoreGames | - | Sep 25, 2026 | |
Rio Beachside In-game content audioart | In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures. | Fazedor De Jogos | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 |