Story based artwork
- Creator
- CalmBee
- Reviews
- -
- Added
- Aug 8, 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.
Story based artwork
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision.
Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code.
The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay.
Only used for assisting translations, no generative AI is used in the store page or the game assets
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
AI-generated 3D models for characters and objects in the game.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence. Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
AI is used in this project to accelerate coding and assisted in generating some of the marketing material.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
Some of the images were made using artificial intelligence.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization.
The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...)
Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer. All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes. No content is generated by AI while you play.
The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play.
This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during
Generative AI was used to assist with the creation of some visual content.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles. 3D art: Made by a professional artist. No AI. Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work. Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues. Illustrations: Not in the game yet. They will be commissioned from professional artists.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
No AI was used in the game itself, only to generate marketing images and logos.
Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
AI tools were used during development solely for asset optimization and text proofreading.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
This game was developed using generative AI during production. Generative AI was used to create the game's code, artwork, visual assets, user interface, music, sound effects, and text. All AI-generated content was reviewed, tested, curated, and integrated into the final game by the developer. The game does not generate AI content during gameplay.
This game was developed by a single person, with support from artificial intelligence in various areas.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
A limited amount of generative AI was used to assist with creating some decorative in-game poster artwork. The game's environments, level design, gameplay mechanics, and overall world-building were handcrafted by the developer.
After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds. Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image. This means only the back scape mainly promotional artwork and character backgrounds were generated by AI.
Generative AI tools were used to help create some of StarFrame's content: certain promotional artwork on the store page, and some in-game text such as tutorial instructions and item descriptions. These were reviewed, adjusted, and finalized by the development team manually.
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
We use AI for marketing materials, localization and music.
We used AI to design our game's cover art and logo.
The core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content.
Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists. AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval.
Using AI to assist with work
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
The team uses AI to speed up workflows such as coding and other difficult tasks
Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction. All assets, including store images and thumbnails, are NOT AI generated. Images provided to us by Patron supporters may or may not have been created using artificial intelligence.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dirt Fishing Unclear art | Story based artwork | CalmBee | - | Aug 8, 2026 | |
Liminal Angel In-game content art | During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game. | Qmpel Studio | - | Aug 7, 2026 | |
Buckaroo In-game content artaudiocode | I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision. | Max G Games | - | Aug 7, 2026 | |
Second Nature: Night Authority In-game content artaudio | Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | ThunderRQN | - | Aug 7, 2026 | |
Grid Fall In-game content artaudiotext | GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control. | markelphoenix | - | Aug 7, 2026 | |
Sandbox Jianghu: Walk My Own Path Dev only code | This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized. | ayan | - | Aug 7, 2026 | |
Bird Game: Tokyo In-game content artcode | In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code. | Polygunplay | - | Aug 7, 2026 | |
Nova Warp In-game content audioart | The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay. | Valentin Stutznäcker | - | Aug 7, 2026 | |
The Berliner In-game content text | Only used for assisting translations, no generative AI is used in the store page or the game assets | Kelt Games | - | Aug 7, 2026 | |
Brawl Squad X: Battle Arena In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | 11 | Aug 6, 2026 | |
Tidewrack In-game content art | AI-generated 3D models for characters and objects in the game. | OverLKD Studio | - | Aug 5, 2026 | |
Starscrip In-game content text | Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence. | FLOOPY | - | Aug 5, 2026 | |
Calcination Store/marketing codeart | AI is used in this project to accelerate coding and assisted in generating some of the marketing material. | Alchemic Productions | - | Aug 5, 2026 | |
The Last Message In-game content art | AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me. | Hedy | - | Aug 5, 2026 | |
Helisar: The last Rite In-game content text | At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release. | NVarc | - | Aug 5, 2026 | |
Soulforge Legends In-game content art | Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service. | RaBBiT Studios | - | Aug 5, 2026 | |
Cyber Panopticon Store/marketing art | Some of the images were made using artificial intelligence. | MAXORKA GAMES | - | Aug 5, 2026 | |
Last Squad Alive In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Tubular Tides In-game content text | Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization. | Octo Studios | - | Aug 5, 2026 | |
No Knock In-game content art | The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...) | No Knock | 14 | Aug 5, 2026 | |
Korovany: A Dzhva-Year Dream In-game content textcode | Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer.
All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes.
No content is generated by AI while you play. | Tip-Top Studio | - | Aug 4, 2026 | |
The Tally In-game content textcode | The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play. | Olivia Gonsher | - | Aug 4, 2026 | |
Songs of the Shoals In-game content artcode | This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during | Luyu Games | - | Aug 4, 2026 | |
Soul Shine Unclear art | Generative AI was used to assist with the creation of some visual content. | House Of Stupid | - | Aug 2, 2026 | |
Grainhold Store/marketing art | Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence. | CreakGames | - | Aug 2, 2026 | |
Twigs and Firewood In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 1, 2026 | |
Morancairn: The Silent Wake Dev only codetext | Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists. | Aether Codex | - | Aug 1, 2026 | |
三国无界 Store/marketing art | Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services. | WU HUI CHEN | - | Aug 1, 2026 | |
Survive The Oasis Store/marketing art | No AI was used in the game itself, only to generate marketing images and logos. | DHG Game Studio | - | Aug 1, 2026 | |
Taxistanbul: Istanbul Taxi Simulator In-game content audioart | Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer. | Osas Games | - | Jul 31, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
RV Life Sim Dev only arttext | AI tools were used during development solely for asset optimization and text proofreading. | Enes PASTIRMACI | - | Jul 30, 2026 | |
PHOSPHOR Dev only | Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team. | Manawave | - | Jul 30, 2026 | |
Asteroid Station In-game content artaudiotextcode | This game was developed using generative AI during production. Generative AI was used to create the game's code, artwork, visual assets, user interface, music, sound effects, and text. All AI-generated content was reviewed, tested, curated, and integrated into the final game by the developer. The game does not generate AI content during gameplay. | Moosejaw Software | - | Jul 30, 2026 | |
Royale Smith Unclear | This game was developed by a single person, with support from artificial intelligence in various areas. | Poison Mushroom Interactive | - | Jul 30, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
SpiderMatrix In-game content artaudiotext | We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters. | Next Genium | - | Jul 30, 2026 | |
Caribbean Prospector In-game content artcodetext | Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features. | Denis Salanta | - | Jul 29, 2026 | |
Dust Rapture In-game content art | A limited amount of generative AI was used to assist with creating some decorative in-game poster artwork. The game's environments, level design, gameplay mechanics, and overall world-building were handcrafted by the developer. | DarkShift Interactive | - | Jul 29, 2026 | |
A Sector Darkly Store/marketing art | After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds.
Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image.
This means only the back scape mainly promotional artwork and character backgrounds were generated by AI. | A Paradise Lost Studios | - | Jul 29, 2026 | |
StarFrame In-game content arttext | Generative AI tools were used to help create some of StarFrame's content: certain promotional artwork on the store page, and some in-game text such as tutorial instructions and item descriptions. These were reviewed, adjusted, and finalized by the development team manually. | StarFrame Development Team | - | Jul 29, 2026 | |
Last Zone: Quarantine In-game content arttext | Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay. | Ridvan_Laz | - | Jul 29, 2026 | |
Victor Space Program In-game content audiotextart | We use AI for marketing materials, localization and music. | Victor Game Studio | - | Jul 28, 2026 | |
Scrapman Simulator Store/marketing art | We used AI to design our game's cover art and logo. | Analiz Games | - | Jul 27, 2026 | |
三国权谋模拟器 Live AI text | The core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content. | 闪电游戏工作室 | - | Jul 27, 2026 | |
The Park Keeper In-game content art | Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists.
AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval. | TacoEaters | - | Jul 27, 2026 | |
Mortal & Dao Dev only | Using AI to assist with work | 张玄 | - | Jul 25, 2026 | |
Province: Suroste In-game content textart | Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay. | Ztry8 (AslanD) | - | Jul 25, 2026 | |
MORS Dev only code | The team uses AI to speed up workflows such as coding and other difficult tasks | Phiality | - | Jul 25, 2026 | |
Snowed Under | 雪葬 Dev only | Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction.
All assets, including store images and thumbnails, are NOT AI generated.
Images provided to us by Patron supporters may or may not have been created using artificial intelligence. | Chilla's Art | 154 | Jul 25, 2026 |