Partial UI assets are generated by AI. Core game art, plot and models are manually created or use CC‑BY 4.0 open‑source licensed materials.
- Creator
- FENG LI ZE
- Reviews
- -
- Added
- Jun 3, 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.
Partial UI assets are generated by AI. Core game art, plot and models are manually created or use CC‑BY 4.0 open‑source licensed materials.
I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play.
This game contains pre-generated AI-assisted content, including certain audio assets and development/testing assistance used during production. No live-generated AI content is included in gameplay.
This game was developed with the help of AI.
Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans.
AI Disclosure (for Steam Store Page) This game uses generative artificial intelligence tools only for certain visual assets on the store page. Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality.
Only in the field of art production, AI is used to assist in the creation of 2D images.
Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
Images displayed in the Steam library uses AI generated images.
We use generative AI in a limited capacity for certain visual and written content. Generative AI may be used for: - Marketing materials, including promotional artwork, trailer graphics, and store page content. - Loading screen images and decorative in-game poster artwork. - Assistance with some written text, such as tutorials and informational content. Generative AI is not used for: - Live content generation during gameplay. - Gameplay screenshots shown on the Steam store page. - Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems. - Player-generated content.
AI is used to generate the game icons and a small portion of the game models.
part of the images and videos generated by ai tools, there is no realtime ai in the game.
A small number of textures and video files in the game were generated using AI.
AI tools are used for translation
AI was used only for humorous and non-core elements of the game, such as trailer music, meme-style images, and similar comedic assets. The game’s logic, models, animations, gameplay systems, and other core production elements were created by humans.
Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game.
Translate text content with AI
We use AI assistance for translation and dictionary creation. Everything is ultimately reviewed by humans, so you can rest assured.
Some 3D models
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated: Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts. Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency. Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity. In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production.
Generative AI was used in the creation of promotional store page artwork, achievement icons, and the game icon. No gameplay content, code, or game mechanics were generated using AI. AI is also not used to make decisions, generate real-time content, or display content within the game.
Audio in the development of this game was created using AI tools.
Generative AI was used in a limited and supportive way during development. AI tools were utilized to help draft and refine parts of the store page description, and to assist in editing or enhancing some visual assets for presentation and marketing purposes.
Store page graphics were generated by AI
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
AI support has been used in the translations and visuals on the Steam store page.
The trailer was made using artificial intelligence.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权
The dubbing was done using AI
Used for programming assistance and text translation.
This game uses generative AI as part of the development process. AI tools were used to assist in the creation of certain visual assets, concepts, and marketing materials. All AI-generated content was reviewed, edited, and integrated manually to ensure consistency with the game's design and quality standards. The gameplay itself is fully designed and controlled by the developer, with no real-time AI-generated content during play.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design.
Some store capsule and promotional images were created or assisted using generative AI tools. No gameplay content was generated by AI.
Text translations generated by AI.
AI Disclosure This game uses pre-generated AI assets for specific visual elements: The beach background featured in branding and the title screen. Selected environmental details and decorative art within the game world (such as shop window graphics). AI tools were also used as efficiency aids during the development process (coding and reviews).
Some UI elements feature images created using generative AI.
此游戏使用生成式人工智能开发
AI was used for texture patterns and code assistance. All content was manually verified and optimized.
Some of the music was generated using AI. A portion of the promotional video was generated by AI.
I'm using a generative AI to create a few assets.
Some promotional images and video materials for this game were created with the assistance of generative AI. All content has been reviewed and modified by human editors.
This game uses generative AI in the creation of some visual assets. All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI.
Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
Used AI to assist in creating a small amount of art material
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ten Days Nightmare In-game content art | Partial UI assets are generated by AI. Core game art, plot and models are manually created or use CC‑BY 4.0 open‑source licensed materials. | FENG LI ZE | - | Jun 3, 2026 | |
I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play. | Yomen Tohmaz | - | Jun 3, 2026 | |
Claw Machine Shop Simulator In-game content audio | This game contains pre-generated AI-assisted content, including certain audio assets and development/testing assistance used during production. No live-generated AI content is included in gameplay. | Dawn | - | Jun 3, 2026 | |
ELEMENTAL RUN Unclear | This game was developed with the help of AI. | Ares | - | Jun 3, 2026 | |
银发冒险家 Old But Gold In-game content art | Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans. | 橘子皮 | - | Jun 3, 2026 | |
Dark Breaker In-game content art | AI Disclosure (for Steam Store Page)
This game uses generative artificial intelligence tools only for certain visual assets on the store page.
Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality. | Qiyuan Ma | - | Jun 3, 2026 | |
寻宝猎手Hoard Seeker In-game content art | Only in the field of art production, AI is used to assist in the creation of 2D images. | xin qiwu | - | Jun 3, 2026 | |
Playful Pursuit In-game content artcode | Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI. | Ometecuhtli Entertainment | - | Jun 3, 2026 | |
Doom Party Store/marketing arttext | Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content. | madmoud | - | Jun 3, 2026 | |
Skybound Store/marketing art | Images displayed in the Steam library uses AI generated images. | Astralium Games | - | Jun 3, 2026 | |
Bump In-game content arttext | We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content. | TwinBrains Studio | 14 | Jun 3, 2026 | |
末世列车 In-game content art | AI is used to generate the game icons and a small portion of the game models. | PAOGE | - | Jun 3, 2026 | |
Exiled Ark Store/marketing art | part of the images and videos generated by ai tools, there is no realtime ai in the game. | Crisen | - | May 23, 2026 | |
Defying Fate: 60 Days to the Exam In-game content art | A small number of textures and video files in the game were generated using AI. | Touchas99 | - | May 23, 2026 | |
Elsewhere In-game content text | AI tools are used for translation | Team Belladona | - | May 23, 2026 | |
The Last Braincell: Escape In-game content audioart | AI was used only for humorous and non-core elements of the game, such as trailer music, meme-style images, and similar comedic assets. The game’s logic, models, animations, gameplay systems, and other core production elements were created by humans. | Jan Radtke | - | May 23, 2026 | |
Monster Meadows In-game content art | Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game. | Aysimus Games | - | May 23, 2026 | |
Mindless as the Mountains In-game content text | Translate text content with AI | 咸蛋 | - | May 23, 2026 | |
WORJONG In-game content text | We use AI assistance for translation and dictionary creation.
Everything is ultimately reviewed by humans, so you can rest assured. | Circle KEN | - | May 23, 2026 | |
帰りの夜道 Unclear art | Some 3D models | MeteorWing | - | May 23, 2026 | |
Mara Unbound In-game content artaudiotext | Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer. | Hollow Compass Games | - | May 23, 2026 | |
Baby Peak In-game content textcode | In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently. | Analiz Games | - | May 23, 2026 | |
Arthur’s Tale In-game content art | Some visual assets in this game, including certain textures and illustrative elements, were initially created using generative AI tools and then manually edited, refined, and integrated by the developer as part of the final game production. | Cleaver Studio | - | May 23, 2026 | |
Penguin Rescue Run In-game content art | Generative AI was used in the creation of promotional store page artwork, achievement icons, and the game icon. No gameplay content, code, or game mechanics were generated using AI. AI is also not used to make decisions, generate real-time content, or display content within the game. | THE GAMING WORLD | - | May 23, 2026 | |
But Why Together In-game content audio | Audio in the development of this game was created using AI tools. | Renvati Games | - | May 23, 2026 | |
Fun Park Simulator: Prologue Store/marketing textart | Generative AI was used in a limited and supportive way during development. AI tools were utilized to help draft and refine parts of the store page description, and to assist in editing or enhancing some visual assets for presentation and marketing purposes. | Flugames | 27 | May 23, 2026 | |
Stairway to Heaven Store/marketing art | Store page graphics were generated by AI | Kiepszczak TEAM | - | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
Pass the Mask! In-game content arttext | AI support has been used in the translations and visuals on the Steam store page. | Immeta Studios | - | May 23, 2026 | |
MQ: Rise Above Store/marketing art | The trailer was made using artificial intelligence. | 99ADM | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
我的钓鱼世界 Store/marketing art | 本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权 | 华幸 | 190 | May 23, 2026 | |
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
GolFall: Make Your Way Up Dev only text | Used for programming assistance and text translation. | tesakiza | - | May 23, 2026 | |
Beavermania Store/marketing art | This game uses generative AI as part of the development process.
AI tools were used to assist in the creation of certain visual assets, concepts, and marketing materials.
All AI-generated content was reviewed, edited, and integrated manually to ensure consistency with the game's design and quality standards.
The gameplay itself is fully designed and controlled by the developer, with no real-time AI-generated content during play. | Dear Balak | - | May 23, 2026 | |
Doll Hero Thirty-Six In-game content art | During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay. | 文山工作室 | - | May 23, 2026 | |
Binary Proof In-game content artcode | During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design. | Harun EŞKAR | - | May 23, 2026 | |
LAST STAND: DEAD DESERT Store/marketing art | Some store capsule and promotional images were created or assisted using generative AI tools. No gameplay content was generated by AI. | Musa Kaya Studio | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
Hansi auf Sylt In-game content art | AI Disclosure
This game uses pre-generated AI assets for specific visual elements:
The beach background featured in branding and the title screen.
Selected environmental details and decorative art within the game world (such as shop window graphics).
AI tools were also used as efficiency aids during the development process (coding and reviews). | Frank Dirk Rittberger | - | May 23, 2026 | |
PLACE TO FIT In-game content art | Some UI elements feature images created using generative AI. | BitRockGames | - | May 23, 2026 | |
Starherald Unclear | 此游戏使用生成式人工智能开发 | FU YIBO | - | May 23, 2026 | |
Keystones: Foundations In-game content artcode | AI was used for texture patterns and code assistance. All content was manually verified and optimized. | Cartoon Rocket Games | - | May 23, 2026 | |
云游VR In-game content audioart | Some of the music was generated using AI.
A portion of the promotional video was generated by AI. | YY | - | May 23, 2026 | |
The Hawk of Circuit Unclear art | I'm using a generative AI to create a few assets. | OOMasa | - | May 23, 2026 | |
Immortal Sect Defend Store/marketing art | Some promotional images and video materials for this game were created with the assistance of generative AI. All content has been reviewed and modified by human editors. | Immortal | - | May 23, 2026 | |
Okinawa Soba Simulator In-game content art | This game uses generative AI in the creation of some visual assets.
All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI. | gamoo6496 | - | May 23, 2026 | |
DAWGS: The Revenge In-game content textart | Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers. | StratoVec Studios | - | May 23, 2026 | |
MANSION Live AI text | MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal. | Space Helmet Studios | - | May 23, 2026 | |
无尽迷宫 Store/marketing art | Used AI to assist in creating a small amount of art material | 一云之空 | - | May 23, 2026 |