Code, text, and image generation
- Creator
- Wit & Logic Lab
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Code, text, and image generation
AI - assisted voice processing is used in the promotional material. No AI - generated content is used in gameplay.
Generative AI tools were used during the development of this game to assist in the localization of in-game text and store page descriptions into multiple languages. All AI-assisted content has been thoroughly reviewed and curated by the developer to ensure it meets the creative vision and quality standards of the project.
This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing.
Some background images and translations in this game were created using AI.
Some static 2D graphics for the user interface and menu icons were created using AI image generators.
This game uses AI-generated imagery for store page assets and marketing materials. Including, capsule art and banner images. AI-generated music was used in the trailer and promotional materials. All in-game content is crated by developer.
only voice acting
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Pics are generated with AI
AI Disclosure This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it.
Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players.
AI Content Disclosure (Or: Why Your Eyes Aren't Bleeding) Steam requires me to formally disclose that I used AI tools to help create the visual assets for this game, and honestly, you should be thanking them for it. My personal artistic abilities peak at drawing lopsided stick figures, and if I had to hand-draw the assets myself, this wouldn't be a co-op horror game—it would be a tragedy. To spare you from my awful programmer art, I used Meshy AI to generate the 3D models and Nano Banana Pro to handle the textures. The gameplay, the panic-inducing 90-second timers, and the terrifying undead Grandma mechanics are all me. The art, however, was assisted by AI as a public service to protect your eyeballs.
One illustration (diary screen) was created with the assistance of AI tools. Localization was assisted by AI tools.
The dynamic gallery in the top-right corner of the game is AI-generated; multilingual text translations are AI-translated (except for Chinese).
This game uses generative AI tools to assist in creating certain visual assets, such as characters and backgrounds. All AI-generated content has been reviewed and modified by the developer to fit the game experience. The game logic and gameplay systems are entirely designed and implemented by the developer.
This game uses generative AI technology in the creation of character graphics, UI elements, and some background music.
This game uses AI for multilingual translations (English and Simplified Chinese) and some of its assets.
Some images, icons, voices, and text are generated by AI.
This game uses generative artificial intelligence (AI) in limited aspects of its development. Some background images in the game were created with the assistance of AI tools. In addition, AI was used to help translate in-game text into multiple languages. All AI-generated content has been reviewed and integrated by the developer to ensure quality and consistency.
主に制作作業のアシスタント、パッケージの制作補助。
This game uses GeminiAPI for conversations and features some photorealistic images.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
Some prop textures for 3D assets in the game were created with the assistance of AI tools.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI.
This game includes content generated by generative AI. Content created using generative AI: BGM (in-game) Advertisement images (in-game) Translations (in-game) Promotional video BGM (store page) Advertisement images behind the logo (store page) Translations of the game description (store page)
To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process.
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
Tower 47 image created using AI
Our Resident AI Drone is voiced by Text-to-Speech.
The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'.
AI was used for voice acting.
This game uses AI to generate some images.
Some minor visual elements such as parts of the logo design and a few user-interface textures were originally assisted by generative tools and then refined manually.
This game uses generative AI tools to assist with some pre-generated visual assets, including background art, character-related promotional art, item imagery, and store page materials. All AI-assisted content is reviewed, selected, and edited by the developer before release. The game does not generate AI content during gameplay.
Some of the images and artwork in this game were made with the help of generative AI tools.
During the development period, AI generated concept art was used to speed up our process.
Generative AI was used as a foundational tool for select artwork in this game. All AI-generated base images were extensively reworked, edited, and refined by hand to ensure they perfectly match the game's unique atmosphere and artistic vision. Please note that AI was only utilized for specific assets, not the entirety of the game's artwork.
Voice performances are AI-assisted. A small number of visual assets were created with AI assistance. Sound design, gameplay, and narrative content are original. No AI-generated content is produced during gameplay.
AI-generated translations
This game uses AI tools in a limited capacity for drafting certain text content (including translation and initial writing drafts) and for the title screen background music. However, all in-game scenarios, character expressions, direction, and game design are created and supervised by the developer. AI is used strictly as a supportive tool, and no content is generated in real-time during gameplay. All final content has been reviewed and edited by a human.
paper image and music
The visuals of this game were generated by artificial intelligence.
The game features a blend of meticulously handcrafted and AI-generated sprites, carefully selected through extensive and challenging AI prompting to create a unique and visually appealing art style.
3D models & Textures
This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated.
English voice acting for the game was created using Google AI Studio Text-to-Speech technology.
This game uses AI-assisted systems to support dynamic dialogue during interrogations with villagers. The AI helps generate variations in conversations to enhance immersion and replayability while maintaining the game’s narrative structure. The game also uses AI-assisted systems to generate epilogues based on the player’s verdicts and the relationships between villagers. These epilogues help reflect the consequences of the player’s decisions and provide varied outcomes across playthroughs. The dialogue and epilogue generation systems operate within structured prompts and developer-defined constraints to ensure consistency with the game’s design. The AI systems are designed with safeguards to prevent inappropriate or harmful outputs. AI-assisted content is reviewed and refined during development to ensure it remains appropriate for the game’s setting and narrative. Some visual assets were created with the assistance of generative AI tools. These assets were reviewed, edited, and refined by the developer before being implemented into the game. All assets were checked to ensure they are appropriate and consistent with the game’s artistic direction.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Sage's Seven Unclear codetextart | Code, text, and image generation | Wit & Logic Lab | - | May 23, 2026 | |
Marginalia In-game content audio | AI - assisted voice processing is used in the promotional material. No AI - generated content is used in gameplay. | Worn Spine Studio | - | May 23, 2026 | |
His Last Film In-game content text | Generative AI tools were used during the development of this game to assist in the localization of in-game text and store page descriptions into multiple languages. All AI-assisted content has been thoroughly reviewed and curated by the developer to ensure it meets the creative vision and quality standards of the project. | Static Frame | - | May 23, 2026 | |
We Believe in No Gods In-game content artcode | This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing. | JIMIJIMI19 | - | May 23, 2026 | |
Night Duty Log A Shōwa School Record In-game content arttext | Some background images and translations in this game were created using AI. | ZipanGames | 12 | May 23, 2026 | |
TwoJump In-game content art | Some static 2D graphics for the user interface and menu icons were created using AI image generators. | ADEX_VISION | - | May 23, 2026 | |
Within In-game content artaudio | This game uses AI-generated imagery for store page assets and marketing materials. Including, capsule art and banner images. AI-generated music was used in the trailer and promotional materials. All in-game content is crated by developer. | Walus Game Studio | - | May 23, 2026 | |
R.E.C Demo In-game content audio | only voice acting | 1408 Game Studio | 12 | May 23, 2026 | |
Div Zero In-game content audioart | This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools. | ImmersiveXLabs | - | May 23, 2026 | |
Claim Denied! Store/marketing art | Pics are generated with AI | SunsixStudios | - | May 23, 2026 | |
Seven Nights In The Dark Dev only artcode | AI Disclosure
This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it. | NYX Gaming Studio | - | May 23, 2026 | |
am I STILL me In-game content artcode | Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players. | Sakuta Games | - | May 23, 2026 | |
Dave's House In-game content art | AI Content Disclosure (Or: Why Your Eyes Aren't Bleeding)
Steam requires me to formally disclose that I used AI tools to help create the visual assets for this game, and honestly, you should be thanking them for it. My personal artistic abilities peak at drawing lopsided stick figures, and if I had to hand-draw the assets myself, this wouldn't be a co-op horror game—it would be a tragedy.
To spare you from my awful programmer art, I used Meshy AI to generate the 3D models and Nano Banana Pro to handle the textures. The gameplay, the panic-inducing 90-second timers, and the terrifying undead Grandma mechanics are all me. The art, however, was assisted by AI as a public service to protect your eyeballs. | Mark Brobst | - | May 23, 2026 | |
とぼとぼリカバリー In-game content arttext | One illustration (diary screen) was created with the assistance of AI tools. Localization was assisted by AI tools. | りんだ | - | May 23, 2026 | |
玛门的灵魂推币机 In-game content arttext | The dynamic gallery in the top-right corner of the game is AI-generated; multilingual text translations are AI-translated (except for Chinese). | InfiniteSky | - | May 23, 2026 | |
BalanceUP In-game content art | This game uses generative AI tools to assist in creating certain visual assets, such as characters and backgrounds.
All AI-generated content has been reviewed and modified by the developer to fit the game experience.
The game logic and gameplay systems are entirely designed and implemented by the developer. | DotLuck | - | May 23, 2026 | |
らしん探偵録 CASE01 : 最後のページ In-game content artaudio | This game uses generative AI technology in the creation of character graphics, UI elements, and some background music. | SENTIMENTUM | - | May 23, 2026 | |
LUNADUN: LUNATIC DUNGEON In-game content textart | This game uses AI for multilingual translations (English and Simplified Chinese) and some of its assets. | Team BONA | - | May 23, 2026 | |
Star Raker In-game content artaudiotext | Some images, icons, voices, and text are generated by AI. | Genesis Games | - | May 23, 2026 | |
The Last Survivor In-game content arttext | This game uses generative artificial intelligence (AI) in limited aspects of its development.
Some background images in the game were created with the assistance of AI tools. In addition, AI was used to help translate in-game text into multiple languages. All AI-generated content has been reviewed and integrated by the developer to ensure quality and consistency. | HeFei Potato | - | May 23, 2026 | |
黄泉園(Yomi no Sono) Dev only | 主に制作作業のアシスタント、パッケージの制作補助。 | Karam Works | - | May 23, 2026 | |
Digital Anima: Virtual Lifeform Care Kit Live AI textart | This game uses GeminiAPI for conversations and features some photorealistic images. | dankhearts | 19 | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
The Tape: Origins In-game content art | Some prop textures for 3D assets in the game were created with the assistance of AI tools. | Alex X | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
葦原のアニマ Unclear art | Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI. | July Lab. | - | May 23, 2026 | |
Add Flyers To Dreams In-game content audioarttext | This game includes content generated by generative AI.
Content created using generative AI:
BGM (in-game)
Advertisement images (in-game)
Translations (in-game)
Promotional video BGM (store page)
Advertisement images behind the logo (store page)
Translations of the game description (store page) | KakeiA | - | May 23, 2026 | |
Liminal:Childhood Memories In-game content text | To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process. | Threshold Interactive | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
After Dark: Tower 47 Store/marketing art | Tower 47 image created using AI | Studio 78 | - | May 23, 2026 | |
Lab Loonies In-game content audio | Our Resident AI Drone is voiced by Text-to-Speech. | Michael Fischer | - | May 23, 2026 | |
ANGLE In-game content art | The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'. | V.B.B | - | May 23, 2026 | |
Where Is Lena? In-game content audio | AI was used for voice acting. | Ufuk Su | 15 | May 23, 2026 | |
Who Am I Unclear art | This game uses AI to generate some images. | PantsSmell | - | May 23, 2026 | |
SEVERANCE In-game content art | Some minor visual elements such as parts of the logo design and a few user-interface textures were originally assisted by generative tools and then refined manually. | Sykes Games | 449 | May 23, 2026 | |
Red Ledger Store/marketing art | This game uses generative AI tools to assist with some pre-generated visual assets, including background art, character-related promotional art, item imagery, and store page materials. All AI-assisted content is reviewed, selected, and edited by the developer before release. The game does not generate AI content during gameplay. | Comrade Sovia | - | May 23, 2026 | |
Analog - MIRROR In-game content art | Some of the images and artwork in this game were made with the help of generative AI tools. | Adouson | - | May 23, 2026 | |
Krodha Store/marketing art | During the development period, AI generated concept art was used to speed up our process. | notHOW Game Studio | - | May 23, 2026 | |
Beneath the Quiet: Where It Ends In-game content art | Generative AI was used as a foundational tool for select artwork in this game. All AI-generated base images were extensively reworked, edited, and refined by hand to ensure they perfectly match the game's unique atmosphere and artistic vision. Please note that AI was only utilized for specific assets, not the entirety of the game's artwork. | Side Eyes Project | 12 | May 23, 2026 | |
The Last Transmission In-game content audioart | Voice performances are AI-assisted. A small number of visual assets were created with AI assistance. Sound design, gameplay, and narrative content are original. No AI-generated content is produced during gameplay. | Hidden Veil Studios | 10 | May 23, 2026 | |
ミカネノカード In-game content text | AI-generated translations | Miwas Rocket | - | May 23, 2026 | |
SHEROK's Case ;Recollection In-game content textaudio | This game uses AI tools in a limited capacity for drafting certain text content (including translation and initial writing drafts) and for the title screen background music.
However, all in-game scenarios, character expressions, direction, and game design are created and supervised by the developer.
AI is used strictly as a supportive tool, and no content is generated in real-time during gameplay.
All final content has been reviewed and edited by a human. | Gamitive Of Miya | - | May 23, 2026 | |
10run Unclear artaudio | paper image and music | acdc1258 | - | May 23, 2026 | |
Ted In-game content art | The visuals of this game were generated by artificial intelligence. | Başar Melih Tümtürk | - | May 23, 2026 | |
Pitching Miami Nights - Bartending in the 80s In-game content art | The game features a blend of meticulously handcrafted and AI-generated sprites, carefully selected through extensive and challenging AI prompting to create a unique and visually appealing art style. | Inex | - | May 23, 2026 | |
NO FURTHER ACTIONS Unclear art | 3D models & Textures | OFF COURSE | - | May 23, 2026 | |
诛心手术 In-game content textart | This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated. | AutomaticGrasshopper | - | May 23, 2026 | |
Evard The Hermit: Through Fears In-game content audio | English voice acting for the game was created using Google AI Studio Text-to-Speech technology. | Ljuros | - | May 23, 2026 | |
Hex Judge Live AI textart | This game uses AI-assisted systems to support dynamic dialogue during interrogations with villagers. The AI helps generate variations in conversations to enhance immersion and replayability while maintaining the game’s narrative structure.
The game also uses AI-assisted systems to generate epilogues based on the player’s verdicts and the relationships between villagers. These epilogues help reflect the consequences of the player’s decisions and provide varied outcomes across playthroughs.
The dialogue and epilogue generation systems operate within structured prompts and developer-defined constraints to ensure consistency with the game’s design.
The AI systems are designed with safeguards to prevent inappropriate or harmful outputs. AI-assisted content is reviewed and refined during development to ensure it remains appropriate for the game’s setting and narrative.
Some visual assets were created with the assistance of generative AI tools. These assets were reviewed, edited, and refined by the developer before being implemented into the game.
All assets were checked to ensure they are appropriate and consistent with the game’s artistic direction. | Cheetah Town Games | - | Mar 18, 2026 |