Digital assets such as sprites, SFX and music use generative AI.
- Creator
- ShadowBroker
- 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.
Digital assets such as sprites, SFX and music use generative AI.
Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers.
Ai was solely used in the creation of capsule art. The artwork is a stylized version of a rendered 3D image directly from Unity.
Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models.
The Heretic's Seal uses generative AI for some pre-rendered art assets, including character portraits, enemy and NPC illustrations, world map and biome backgrounds, and select promotional video clips. As a one-person studio, AI tooling lets a single developer ship dungeon-crawler-scale art volume. All gameplay systems, game design, narrative writing, code, level design, and runtime visuals are created by the developer. No AI runs during gameplay — every system, decision, and reaction in-game is hand-crafted code.
Generative AI tools were used in a supporting role during certain parts of the development of this game. Their primary uses included programming assistance (such as code generation and debugging), the creation of some image assets used on the Steam Store page and in the game, the creation of source material for some background music and sound effects, and assistance with the translation and refinement of certain text. AI-generated image and audio materials were not used as-is. The development team reviewed all such materials and, where necessary, retouched, cropped, color-corrected, resized, adjusted, or otherwise edited them to ensure they were suitable for the game. Any text for which generative AI was used to assist with translation or wording was reviewed by the development team for context and accuracy, and revised as necessary before being used. We understand that some players may have questions or concerns about the use of generative AI, and that it may be an important factor when deciding whether to purchase or play a game. By describing the extent of its use in this title as clearly as possible, we hope to provide helpful information for making that decision. Please note that generative AI is not used during gameplay to generate new text, images, audio, dialogue, quests, or other game content in response to player input.
Some graphic assets are made with AI.
Character art and event scene illustrations in this game were created using AI image generation tools. All generated images were curated, edited, and refined by the developer to produce the final in-game assets. No AI content is generated in real time during gameplay.
Generative AI is used only for some in-game icons. Those icons are manually edited and finalized by our development team. Generative AI was not used for any other game assets. AI is not used during gameplay.
SYLVA contains pre-generated AI-assisted content. Generative AI tools were used during development to create and refine certain store page artwork, capsule images, library assets, loading screen artwork, logos, promotional materials, visual concepts, text drafts, localization assistance, and software development workflows. All AI-assisted content was reviewed, modified, and approved by the developer before being included in the game or published on the Steam store page. The final game design, gameplay systems, progression, balancing, world design, and creative direction are determined by the developer. SYLVA does not generate real-time AI content during gameplay.
Some images and sound have been generated with the assistance of AI.
The tutorial includes AI-generated voiceover to assist new players
AI-assisted content was used during development phase
This game uses pre-generated content created with the assistance of generative AI tools during development. This may include character concepts, 3D model source assets, capsule artwork, store page artwork, and other marketing visuals. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live-generated AI content during gameplay.
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.
AI was used to generate some art assets, some BGMs, and text translation localization.
Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system.
The game is partly developed with AI, assets and part of the code.
Images & content
Generative AI tools are used as part of the visual asset production workflow for Shadows of Beginnings, including 3D models and UI/HUD elements. These assets are reviewed, edited, refined, and integrated by the development team before being used in the game. The development team remains responsible for the game's design, programming, systems, level construction, gameplay, balancing, narrative, and overall creative direction. No generative AI content is created live during gameplay.
I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.
We only used AI to assist in generating game promotional materials.
Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself.
Some optional in-game beta localizations were created with the assistance of generative AI during development. The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized. The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay. These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
During development, Some images we're made from AI assistance tools and later refined.
2 of the images in-game are generated by AI. A locally-run AI model on my own computer. No water was used to generated these images.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.
1.Some scenes 2.promotional renderings。
Some placeholder art was generated using ethically trained local AI models.
Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point.
Some basic art assets were generated using AI.
The images in the game utilize AI technology, but they do not need to be generated in real-time.
GenAI is used for the animated character portraits.
The demo version contains temporary AI (generated music and promotional artwork only). These assets will be replaced with original content in the final version of the game.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually. The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
about AI I hope you can understand: With the help of AI, I created some of the game's background music and part of the visual assets.
Uses some AI for some assests, and throughout the development processes.
Some of the artwork in this piece was created using Stable Diffusion.
Some visual assets in OMNICORIUM were generated using AI tools, either directly during development or sourced from third-party creators who used AI-assisted generation. AI is used exclusively for selected visual assets. It is not used for gameplay systems, player interactions, procedural mechanics, or dynamic content generation.
The game has no AI generated content. The store page have AI generated content (I used AI to upscale & enhance my own artwork).
AI was used only to assist with game code
Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dungeon Break In-game content artaudio | Digital assets such as sprites, SFX and music use generative AI. | ShadowBroker | - | Jun 28, 2026 | |
LostEcho In-game content artaudio | Art assets in this game, such as achievement icons, were created with the assistance of GPT-based image generation tools. The background music was composed using Suno AI. All AI-generated content has been reviewed and approved by human developers. | DominamCheng | - | Jun 28, 2026 | |
The Purge of the Crystals Store/marketing art | Ai was solely used in the creation of capsule art. The artwork is a stylized version of a rendered 3D image directly from Unity. | Poetic Visuals | - | Jun 28, 2026 | |
Unheenged In-game content codeaudioart | Unheenged was created using the assistance of AI for it's Code, Audio and some 3D Models. | Half Slice Studio | - | Jun 28, 2026 | |
The Heretic's Seal In-game content art | The Heretic's Seal uses generative AI for some pre-rendered art assets, including character portraits, enemy and NPC illustrations, world map and biome backgrounds, and select promotional video clips. As a one-person studio, AI tooling lets a single developer ship dungeon-crawler-scale art volume.
All gameplay systems, game design, narrative writing, code, level design, and runtime visuals are created by the developer. No AI runs during gameplay — every system, decision, and reaction in-game is hand-crafted code. | OBT Studio | - | Jun 28, 2026 | |
S.O.L School Of Labyrinth In-game content artaudiotextcode | Generative AI tools were used in a supporting role during certain parts of the development of this game. Their primary uses included programming assistance (such as code generation and debugging), the creation of some image assets used on the Steam Store page and in the game, the creation of source material for some background music and sound effects, and assistance with the translation and refinement of certain text.
AI-generated image and audio materials were not used as-is. The development team reviewed all such materials and, where necessary, retouched, cropped, color-corrected, resized, adjusted, or otherwise edited them to ensure they were suitable for the game.
Any text for which generative AI was used to assist with translation or wording was reviewed by the development team for context and accuracy, and revised as necessary before being used.
We understand that some players may have questions or concerns about the use of generative AI, and that it may be an important factor when deciding whether to purchase or play a game. By describing the extent of its use in this title as clearly as possible, we hope to provide helpful information for making that decision.
Please note that generative AI is not used during gameplay to generate new text, images, audio, dialogue, quests, or other game content in response to player input. | SUSHI Lab | 87 | Jun 28, 2026 | |
S.I.F: The Missing Rescue In-game content art | Some graphic assets are made with AI. | ToWeirdos | - | Jun 28, 2026 | |
Hyakki Yagyo: Endless Nights In-game content art | Character art and event scene illustrations in this game were created using AI image generation tools. All generated images were curated, edited, and refined by the developer to produce the final in-game assets. No AI content is generated in real time during gameplay. | Hyakki Yagyo inc | - | Jun 28, 2026 | |
Guns & Dragons In-game content art | Generative AI is used only for some in-game icons.
Those icons are manually edited and finalized by our development team.
Generative AI was not used for any other game assets.
AI is not used during gameplay. | ABUTTON Inc. | - | Jun 28, 2026 | |
SYLVA In-game content arttextcode | SYLVA contains pre-generated AI-assisted content. Generative AI tools were used during development to create and refine certain store page artwork, capsule images, library assets, loading screen artwork, logos, promotional materials, visual concepts, text drafts, localization assistance, and software development workflows.
All AI-assisted content was reviewed, modified, and approved by the developer before being included in the game or published on the Steam store page. The final game design, gameplay systems, progression, balancing, world design, and creative direction are determined by the developer.
SYLVA does not generate real-time AI content during gameplay. | EVERCHARGED | - | Jun 28, 2026 | |
Wordforge: Silent Letters In-game content artaudio | Some images and sound have been generated with the assistance of AI. | Les Ganton | - | Jun 28, 2026 | |
MIND BIOTICS In-game content audio | The tutorial includes AI-generated voiceover to assist new players | Miridema Project | - | Jun 28, 2026 | |
The Severed Gods Dev only | AI-assisted content was used during development phase | Topebox | 106 | Jun 27, 2026 | |
DREAD RULER In-game content art | This game uses pre-generated content created with the assistance of generative AI tools during development. This may include character concepts, 3D model source assets, capsule artwork, store page artwork, and other marketing visuals. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live-generated AI content during gameplay. | Agent S.O 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 | |
Tales Of Wakana In-game content artaudiotext | AI was used to generate some art assets, some BGMs, and text translation localization. | OrangeTiger | 93 | Jun 27, 2026 | |
701病房 In-game content artaudiotextcode | Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system. | Shuo Xu | - | Jun 27, 2026 | |
Aethyr Idle In-game content artcode | The game is partly developed with AI, assets and part of the code. | Odyoz | - | Jun 27, 2026 | |
Lucky Pocket Unclear art | Images & content | Black Onion | - | Jun 27, 2026 | |
Shadows of Beginnings In-game content art | Generative AI tools are used as part of the visual asset production workflow for Shadows of Beginnings, including 3D models and UI/HUD elements. These assets are reviewed, edited, refined, and integrated by the development team before being used in the game.
The development team remains responsible for the game's design, programming, systems, level construction, gameplay, balancing, narrative, and overall creative direction.
No generative AI content is created live during gameplay. | Squatch Works | - | Jun 27, 2026 | |
Type or Die In-game content art | I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that. | Type or Die | 29 | Jun 26, 2026 | |
至尊传说之屠龙战神 Store/marketing art | We only used AI to assist in generating game promotional materials. | 屠龙战神 | - | Jun 16, 2026 | |
The Adventure of Spyke Store/marketing art | Stills obtained from Game Editor were altered by AI to be store artwork. No AI-based artwork is used in the game itself. | Riot Shield Games | - | Jun 16, 2026 | |
The Crazy Hyper-Dungeon Chronicles In-game content text | Some optional in-game beta localizations were created with the assistance of generative AI during development.
The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized.
The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay.
These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement. | Fix-a-Bug | 217 | Jun 15, 2026 | |
Calmaria: Wild Growth In-game content arttext | Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players. | Ryzo Harbor | - | Jun 14, 2026 | |
GobboQuestIdle In-game content art | Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator. | LarkeGames | - | Jun 13, 2026 | |
ASCENDANT VEIL In-game content art | Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork. | Ascendant Veil Studios | - | Jun 12, 2026 | |
Mage of Corruption In-game content artcode | Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions. | BD Interactive | - | Jun 12, 2026 | |
Selubra In-game content artaudiotextcode | Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services. | Muzaba Studio | - | Jun 12, 2026 | |
Grove of the Seven Stones In-game content art | During development, Some images we're made from AI assistance tools and later refined. | Mystic Dream Studio's | - | Jun 12, 2026 | |
Backrooms: Exit 8 In-game content art | 2 of the images in-game are generated by AI.
A locally-run AI model on my own computer.
No water was used to generated these images. | Luke Gayson | - | Jun 11, 2026 | |
Sweep Happens Unclear | Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit. | r_cascader | - | Jun 11, 2026 | |
Pawns into the Dark In-game content art | Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. | FLYING CAT INC. | - | Jun 10, 2026 | |
Portalborn Dev only | AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay. | TheHand | 50 | Jun 10, 2026 | |
夜魇突袭:血牌风暴 Store/marketing art | 1.Some scenes
2.promotional renderings。 | Bloodforge Studio | - | Jun 10, 2026 | |
Sword and Sweep In-game content art | Some placeholder art was generated using ethically trained local AI models. | GoblinDog | - | Jun 10, 2026 | |
Time Dungeons In-game content art | Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point. | NuggetSmash | - | Jun 8, 2026 | |
Beneath the Grinning Nodes In-game content art | Some basic art assets were generated using AI. | BNX Games | - | Jun 8, 2026 | |
魅魔深渊:三十天生存法则 In-game content art | The images in the game utilize AI technology, but they do not need to be generated in real-time. | 魅魔深淵 | - | Jun 8, 2026 | |
Hexborn In-game content art | GenAI is used for the animated character portraits. | Makeshift Software Inc | - | Jun 7, 2026 | |
Brassfang In-game content audioart | The demo version contains temporary AI (generated music and promotional artwork only). These assets will be replaced with original content in the final version of the game. | Hannes Realm | - | Jun 7, 2026 | |
Phantom Fools In-game content artaudiocode | Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players. | Simply The Best | - | Jun 6, 2026 | |
Fury Journey 狂战之旅 In-game content audioart | about AI I hope you can understand:
With the help of AI, I created some of the game's background music and part of the visual assets. | Dongrenran | - | Jun 5, 2026 | |
Depths Unclear | Uses some AI for some assests, and throughout the development processes. | Depths Development 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 | |
OMNICORIUM In-game content art | Some visual assets in OMNICORIUM were generated using AI tools, either directly during development or sourced from third-party creators who used AI-assisted generation.
AI is used exclusively for selected visual assets. It is not used for gameplay systems, player interactions, procedural mechanics, or dynamic content generation. | Malakyel | - | Jun 4, 2026 | |
Runic Dungeon Store/marketing art | The game has no AI generated content.
The store page have AI generated content (I used AI to upscale & enhance my own artwork). | Alexis & Friends | - | Jun 4, 2026 | |
Truck Maxxing Dev only code | AI was used only to assist with game code | Lam3Studios | - | Jun 4, 2026 | |
Lynayly In-game content art | Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well. | Joyful Games Inc. | - | Jun 4, 2026 | |
Labyrinth of Doom In-game content arttext | Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance. | David Riggle | - | Jun 4, 2026 |