AI used to assist in code development.
- Creator
- Fenris Labs
- Reviews
- -
- Added
- Jun 28, 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.
AI used to assist in code development.
Generative AI tools were used during development to assist with some pre-generated visual and text assets, including Steam store or marketing materials. All AI-assisted content is reviewed and included before release. The game does not generate new AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used only to assist in the creation of certain store page and marketing images. No AI-generated content is created during gameplay, and the game does not use live AI systems or connect to external AI services while running.
This game currently uses AI generated artwork and assets
Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay.
Some 2D graphics used on store page
Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer. Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay.
Some of the images and sounds in this game were created using generative AI. This allows us to reduce development costs and deliver more content faster, providing players with a richer and more engaging experience.
AI is used for localisation purposes.
Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer.
Generative AI tools were utilized during the development process to assist in the creation of certain in-game art assets. Specifically, this includes character portraits, environmental backgrounds, item icons, and foundational visual elements for some of the user interfaces. All initial AI-generated materials have undergone rigorous manual review, selection, and post-production refinement by the developer, ensuring they contain no inappropriate or policy-violating content. The game does not feature any content generated by real-time AI computation.
This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services while the game is running.
I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists.
Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer.
Most of the code and game assets are AI-generated.
AI is only used for generating part of art and audio resources, as well as multilingual translation.
LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support. Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page. The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play.
Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay.
This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers.
Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay.
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process. Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation. All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
AI tools are used exclusively to translate game content into different languages.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks. 【AI-assisted content and development】 • Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer. • Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use. • Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer. 【Runtime and game content】 • No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally. • Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer. All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
AI has been used to generate sprites.
Card illustration, Sound, Model, Localization
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development. These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release. The final version of the game will not use generative AI for any assets.
The game to contain art assets generated by artificial intelligence
Ai was used to create 3D models and music.
AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners.
Some of the scene and character illustrations are generated by AI.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
FUNEX is a game designed with the help of AI. Also, FUNEX logo and some other image assets could contain AI designs.
This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system.
We used AI for many of the map assets and graphics heavily modified by humans.
Generative AI tools were used as part of the development process. For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer. For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion. The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime.
Some of the artwork in this piece was created using Stable Diffusion.
Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets. Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome.
Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer.
Some images and text have been generated
Generative AI tools were used to assist with localization and Steam capsule / marketing artwork.
This game use ai for music, voices and main menu background
Some of the 2D user interface (UI) elements and 3D models in the game were generated using AI tools. These assets have been carefully reviewed, edited, and integrated by the developer to fit the game's art style and ensure they comply with copyright standards.
Generative AI tools were used as part of the development and drafting workflow. Hex Tower Boogie does not generate content during gameplay, does not connect to external AI services, and all shipped/store content is reviewed and curated by the developer.
AI is only used for marketing material only. No AI generated images are present in the actual game.
Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sunder Dev only code | AI used to assist in code development. | Fenris Labs | - | Jun 28, 2026 | |
Gold is Life Store/marketing arttext | Generative AI tools were used during development to assist with some pre-generated visual and text assets, including Steam store or marketing materials. All AI-assisted content is reviewed and included before release. The game does not generate new AI content during gameplay and does not connect to external AI services while running. | Nam Rood | - | Jun 28, 2026 | |
Seventh Colony Store/marketing art | Generative AI tools were used only to assist in the creation of certain store page and marketing images. No AI-generated content is created during gameplay, and the game does not use live AI systems or connect to external AI services while running. | GeneralFR | - | Jun 28, 2026 | |
On Time In Full In-game content art | This game currently uses AI generated artwork and assets | RealLate Software | - | Jun 28, 2026 | |
BannerRush In-game content art | Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay. | HexLeaf Studio | - | Jun 28, 2026 | |
Car Hustle Simulator Store/marketing art | Some 2D graphics used on store page | Silent Code Games | 24 | Jun 28, 2026 | |
Lawless Streets In-game content audio | Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer.
Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay. | Ak Game Studio | - | Jun 27, 2026 | |
통나무 디펜스 In-game content artaudio | Some of the images and sounds in this game were created using generative AI.
This allows us to reduce development costs and deliver more content faster, providing players with a richer and more engaging experience. | Gamble Studio | - | Jun 27, 2026 | |
Conqueror's Stage In-game content text | AI is used for localisation purposes. | LeftLane Interactive | - | Jun 27, 2026 | |
Floodline Legion In-game content art | Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer. | Rune Games | - | Jun 27, 2026 | |
Rebirth Scroll: Naihe In-game content art | Generative AI tools were utilized during the development process to assist in the creation of certain in-game art assets. Specifically, this includes character portraits, environmental backgrounds, item icons, and foundational visual elements for some of the user interfaces. All initial AI-generated materials have undergone rigorous manual review, selection, and post-production refinement by the developer, ensuring they contain no inappropriate or policy-violating content. The game does not feature any content generated by real-time AI computation. | 烂游戏 | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
IGL - In Game Leader In-game content text | I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists. | CleverByte Games | - | Jun 27, 2026 | |
On Hold Store/marketing art | Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer. | Throwdown Games | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
群雄战歌:妖火纪元 In-game content artaudiotext | AI is only used for generating part of art and audio resources, as well as multilingual translation. | LI BO | - | Jun 16, 2026 | |
LAST RITE TD In-game content artaudiotext | LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support.
Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page.
The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play. | Kalvorq | - | Jun 15, 2026 | |
SolPlex: Dominion Store/marketing art | Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay. | Stratis Group Europe S.L. | - | Jun 15, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
星神话物语:征途 In-game content art | This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers. | 强酸工作室 | - | Jun 13, 2026 | |
Eyes Of The Factory Store/marketing art | Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay. | VLight Studio | - | Jun 12, 2026 | |
VoidCraft Live AI textart | VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI. | Hanamori Labs, LLC | - | Jun 12, 2026 | |
SPUM TD In-game content artaudiotextcode | We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality. | SonRaim Studio | - | Jun 12, 2026 | |
Business Rivals In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jun 12, 2026 | |
Hansa Forever In-game content art | Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay. | Oğuzcan Şirolu | - | Jun 12, 2026 | |
Irondrive Unclear artaudio | I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored. | Alessandro Le Mura | - | Jun 12, 2026 | |
Ship of the Line In-game content artaudiocode | This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game. | YDS | - | Jun 12, 2026 | |
Germ Swarm: Evolution & Mutation In-game content art | AI has been used to generate sprites. | Interlink Game Studio | - | Jun 12, 2026 | |
Duel of Gaia In-game content artaudiotext | Card illustration, Sound, Model, Localization | DoG Studio | - | Jun 12, 2026 | |
Spectrends Dev only art | SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets. | Ternoxis | - | Jun 11, 2026 | |
Stopping Move In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Jun 11, 2026 | |
OnGrid() In-game content artaudio | Ai was used to create 3D models and music. | Paranormality UK | - | Jun 10, 2026 | |
Knights vs Aliens In-game content art | AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners. | Prophetic Sky, Inc | - | Jun 10, 2026 | |
国王的游戏(King'sGame) In-game content art | Some of the scene and character illustrations are generated by AI. | Lazymangamestudio | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
FUNEX: Stock Market Simulator Store/marketing art | FUNEX is a game designed with the help of AI. Also, FUNEX logo and some other image assets could contain AI designs. | VIREX MEDIA | - | Jun 8, 2026 | |
Cafe Mafia Live AI text | This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system. | Hamid Arjmandi | - | Jun 6, 2026 | |
Rescue Dogs vs Aliens Tower Defense In-game content art | We used AI for many of the map assets and graphics heavily modified by humans. | GoatCodeLLC | - | Jun 6, 2026 | |
ATLASPIA: The Tower Manager In-game content artcode | Generative AI tools were used as part of the development process.
For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer.
For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion.
The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime. | IGM Studio | - | Jun 5, 2026 | |
点击地牢 Tap Dungeon Store/marketing art | Some of the artwork in this piece was created using Stable Diffusion. | Xiao5 Studios | - | Jun 5, 2026 | |
Pyrewarden In-game content arttext | Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets.
Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome. | Morass | - | Jun 4, 2026 | |
50 Days In-game content art | Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer. | BrauersGame | - | Jun 4, 2026 | |
Starlorn: Rise of the Awakened Unclear arttext | Some images and text have been generated | NomadSoft LLC | - | Jun 4, 2026 | |
HexiGo In-game content textart | Generative AI tools were used to assist with localization and Steam capsule / marketing artwork. | Heze Games | - | Jun 4, 2026 | |
Medieval thieves academy In-game content audioart | This game use ai for music, voices and main menu background | Awarth | - | Jun 3, 2026 | |
Knight Legion: Rpg Strategy In-game content art | Some of the 2D user interface (UI) elements and 3D models in the game were generated using AI tools. These assets have been carefully reviewed, edited, and integrated by the developer to fit the game's art style and ensure they comply with copyright standards. | Manushart | - | Jun 3, 2026 | |
Hex Tower Boogie Dev only | Generative AI tools were used as part of the development and drafting workflow. Hex Tower Boogie does not generate content during gameplay, does not connect to external AI services, and all shipped/store content is reviewed and curated by the developer. | 3ofus | - | Jun 3, 2026 | |
Zombie Fodder Store/marketing art | AI is only used for marketing material only. No AI generated images are present in the actual game. | Proper Duck | - | Jun 3, 2026 | |
Cycling Champion In-game content artcode | Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools. | RaulM | - | Jun 3, 2026 |