Some interface elements are AI generated.
- Creator
- Bryant Ingram
- Reviews
- -
- Added
- Sep 6, 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.
Some interface elements are AI generated.
The Game Logo was inspired by AI, everything else is procedurally generated shapes through code.
While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance.
Generative AI was used to create the game's icon and some artwork used in the main menu.
Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer. All gameplay, programming, level design, and game logic were created and implemented by the developer.
The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
This game was developed with the assistance of generative AI tools during the development process. Generative AI was used to help produce elements of the game's code, artwork, and music. All AI-assisted output was reviewed, edited, and curated by our team before being included in the final game, ensuring it met our creative and quality standards.
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI. If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI.
Uncle is 3D artist, uncle job replaced by AI, so uncle learn coding and use AI tool to assist with software programming. Uncle also use photoshop AI to modify some 2D textures. Everything else is handcrafted, especially the 3D models. AI generated 3D model sucks but I think it's gonna catch up soon at this rate 😭
The music, a few sound effects. And very few of the menus have been created using AI. I know that many communities hate games with AI. And yes, lads, I’ve used it. But I can assure you that 90 per cent of the game has been lovingly crafted by a developer.
Generative AI tools were used to assist in the creation of certain pre-generated 2D artwork and visual assets during development. AI-assisted artwork is reviewed, edited, and integrated by the development team to maintain the game's intended visual style and quality. No generative AI content is created live during gameplay
Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
AI has been utilized to create artwork for this product.
During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
Game Title itself is generated by AI and will be changed before demo release.
Generative AI was used during development to assist with the creation of some visual and promotional assets, including artwork used on the Steam store page and marketing materials. All AI-assisted content was reviewed and curated by the developer. No generative AI is used during gameplay.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release. This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Ai was instrumental is creating the music and sound effects for FARMY and will continue to be used for more audio content as the game grows.
AI was used during development to assist with programming, localization, and creating portions of the game's logo.
We’d like to be transparent about the localization of THE WRONG WAY ROUND. Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage. We’re continuously improving the translations and really appreciate any feedback from native speakers.
AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred.
Use AI to provide certain assistance.
Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials. The game does not generate AI content during gameplay.
Some use of AI tools.
This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design.
Generative AI is used to assist in the creation of character illustrations, icons, backgrounds, and other 2D artwork. All AI-generated assets are reviewed, edited, and refined by the developer to ensure they fit the game's content and quality standards. Text in languages other than Japanese is translated using generative AI, then reviewed by the developer before being included in the game.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements. AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets. The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself.
As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio.
AI was used for translating and voicing the dialogues. Some images in the game and achievement icons were created using AI.
"This game's code, including the level and cosmetics editors, are all AI-generated. The maps and music are not AI-generated. Some cosmetics may be AI-generated, but most are not."
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Some of the displayed visuals were generated with the assistance of AI.
Vibe-coding
Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team The game does not generate any live AI content at runtime All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards
Some of the sound effects, visuals, and models in this game were created with the help of artificial intelligence.
AI tools were used for some decorative textures and minor details. Although their use is minimal, they are visually present and may bother people sensitive to this topic. Furthermore, AI was used for temporary test dubbing of the characters. However, the final product will be voiced by human actors.
Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content.
FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music.
The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime.
The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version.
AI is used in the first section of gameplay trailer, the scenes with Ethan.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
OmniFlux MMO In-game content art | Some interface elements are AI generated. | Bryant Ingram | - | Sep 6, 2026 | |
Last Ranger Store/marketing art | The Game Logo was inspired by AI, everything else is procedurally generated shapes through code. | Aspect Digital Software Ltd | - | Sep 6, 2026 | |
星空轨迹 Store/marketing art | While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team. | May Game | - | Sep 6, 2026 | |
Programming Game In-game content art | Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance. | The Sacrificial Hand | - | Sep 6, 2026 | |
Catch the Octopus In-game content art | Generative AI was used to create the game's icon and some artwork used in the main menu. | MinE Games | - | Sep 6, 2026 | |
Hill Highway In-game content art | Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer.
All gameplay, programming, level design, and game logic were created and implemented by the developer. | Geet | - | Sep 6, 2026 | |
Moon Basketball In-game content codeart | The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image. | ZenChild | - | Sep 6, 2026 | |
Valley of Stability In-game content art | Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running. | Filip Pancik | - | Sep 5, 2026 | |
United Skies of America In-game content artaudiocode | This game was developed with the assistance of generative AI tools during the development process. Generative AI was used to help produce elements of the game's code, artwork, and music. All AI-assisted output was reviewed, edited, and curated by our team before being included in the final game, ensuring it met our creative and quality standards. | Airror Studio | - | Sep 4, 2026 | |
Necromancer: The Fallen Serve In-game content artaudiotext | Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay. | Minch Games | - | Sep 4, 2026 | |
Daedalia In-game content artcode | Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us. | HYB | - | Sep 4, 2026 | |
Personal Racing Store/marketing text | AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI. | Dídac | - | Sep 4, 2026 | |
Tiny Kopitiam In-game content artcode | Uncle is 3D artist, uncle job replaced by AI, so uncle learn coding and use AI tool to assist with software programming. Uncle also use photoshop AI to modify some 2D textures.
Everything else is handcrafted, especially the 3D models. AI generated 3D model sucks but I think it's gonna catch up soon at this rate 😭 | Uncle | - | Sep 4, 2026 | |
Zero Hour Deadfront In-game content audioart | The music, a few sound effects. And very few of the menus have been created using AI. I know that many communities hate games with AI. And yes, lads, I’ve used it. But I can assure you that 90 per cent of the game has been lovingly crafted by a developer. | Lunar Bytes Games | - | Sep 4, 2026 | |
Bridge Of The Wild In-game content art | Generative AI tools were used to assist in the creation of certain pre-generated 2D artwork and visual assets during development. AI-assisted artwork is reviewed, edited, and integrated by the development team to maintain the game's intended visual style and quality. No generative AI content is created live during gameplay | Favor Games | - | Sep 4, 2026 | |
Brainrot Fire In-game content text | Brainrot Fire uses generative AI to assist with translating in-game text and interface content into multiple languages, helping us support a wider range of players around the world. | Rixn Games | - | Sep 4, 2026 | |
Neural Defense In-game content audioarttextcode | Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release. | Synapse Game Studios | - | Sep 4, 2026 | |
CybercraftUas In-game content art | Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay. | Byaero | - | Sep 4, 2026 | |
Planet Sweep Company In-game content art | Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay. | RealityMakerLab | - | Sep 4, 2026 | |
Splatt In-game content art | AI has been utilized to create artwork for this product. | sixfeet LLC | - | Sep 4, 2026 | |
Gravebound Unclear | During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Crater Studios | - | Sep 3, 2026 | |
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
Take That Shot Dev only text | Game Title itself is generated by AI and will be changed before demo release. | Triarch Interactive | - | Sep 3, 2026 | |
Otherhold Store/marketing art | Generative AI was used during development to assist with the creation of some visual and promotional assets, including artwork used on the Steam store page and marketing materials. All AI-assisted content was reviewed and curated by the developer. No generative AI is used during gameplay. | Suarez Vanguard | - | Sep 3, 2026 | |
SpaceBuddies In-game content artaudio | SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play. | The Weekend Company | - | Sep 3, 2026 | |
FARMY In-game content audio | Ai was instrumental is creating the music and sound effects for FARMY and will continue to be used for more audio content as the game grows. | Firedanger | - | Sep 3, 2026 | |
Wheelie Run In-game content arttextcode | AI was used during development to assist with programming, localization, and creating portions of the game's logo. | Sender Jim's | - | Sep 3, 2026 | |
The Wrong Way Round In-game content text | We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers. | a2020 Studio | - | Sep 3, 2026 | |
Aveos Dev only | AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred. | Castles | - | Sep 3, 2026 | |
龍Game Unclear | Use AI to provide certain assistance. | 龍Game | - | Sep 3, 2026 | |
Cat Spirit RPG In-game content art | Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials.
The game does not generate AI content during gameplay. | Shadow Sight Studios LLC | - | Sep 3, 2026 | |
Slap Boxing Simulator Unclear | Some use of AI tools. | TMHS Digital | - | Sep 3, 2026 | |
Tactical Zoomies In-game content arttext | This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design. | HyberHub | - | Sep 3, 2026 | |
Ring's Guard In-game content arttext | Generative AI is used to assist in the creation of character illustrations, icons, backgrounds, and other 2D artwork. All AI-generated assets are reviewed, edited, and refined by the developer to ensure they fit the game's content and quality standards.
Text in languages other than Japanese is translated using generative AI, then reviewed by the developer before being included in the game. | Tomat | - | Sep 3, 2026 | |
Kharvalen In-game content art | Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface. | Lisarde | - | Sep 3, 2026 | |
BloodVeil Store/marketing art | Some of the capsule art was helped brought to life with AI for store page only no Generative AI Is used in the actual game itself. | MoonLiteGames | - | Sep 3, 2026 | |
Tiny Time Travelers In-game content artaudio | As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio. | Rocket Munky | - | Sep 3, 2026 | |
Tohunga In-game content textaudioart | AI was used for translating and voicing the dialogues.
Some images in the game and achievement icons were created using AI. | BEZ WAS | - | Sep 3, 2026 | |
Fister In-game content codeart | "This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not." | Bootloop Studio | - | Sep 2, 2026 | |
Mad Friday In-game content audio | Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime. | uglyhydraduck | - | Sep 2, 2026 | |
Forge Shop Unclear art | Some of the displayed visuals were generated with the assistance of AI. | JoyMore | - | Sep 1, 2026 | |
SplitOut Unclear code | Vibe-coding | 1337Interactive | - | Sep 1, 2026 | |
Debuilders Store/marketing artcode | Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code
All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team
The game does not generate any live AI content at runtime
All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards | Foyzoed Studio | - | Sep 1, 2026 | |
Bug Bus In-game content artaudio | Some of the sound effects, visuals, and models in this game were created with the help of artificial intelligence. | Ert Gaming Studio | - | Sep 1, 2026 | |
Duskmont Files In-game content art | AI tools were used for some decorative textures and minor details. Although their use is minimal, they are visually present and may bother people sensitive to this topic. Furthermore, AI was used for temporary test dubbing of the characters. However, the final product will be voiced by human actors. | Moonwatch Studio | - | Sep 1, 2026 | |
Aer Isles In-game content art | Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content. | Jonathan Dev | - | Sep 1, 2026 | |
Fryday Dev only audioart | FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music. | End Games | - | Sep 1, 2026 | |
ESCAPE SHOW In-game content artcode | The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime. | Sheep Arcade | - | Sep 1, 2026 | |
Desk Disaster Store/marketing art | The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version. | Quady | - | Sep 1, 2026 | |
MoonLite Store/marketing art | AI is used in the first section of gameplay trailer, the scenes with Ethan. | Lector Interactive | - | Sep 1, 2026 |