Small Number of small items/meshes and Images were generated by AI.
- Creator
- Stinky Poo Entertainment
- Reviews
- -
- Added
- Mar 18, 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.
Small Number of small items/meshes and Images were generated by AI.
Games use AI as a creative aid in conceptual design.
AI is used for translation, 3D assets, music, and part of the UI.
This game does not generate content during gameplay. AI was used only to create title and logo art.
Some game graphics made with AI help.
Some elements of the store page were generated by AI
AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay.
One song
The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work. The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools.
In the game, photorealistic images on posters and on a book were created using AI.
Some background images and UI assets were created with the assistance of generative AI and were further edited and refined by the developer.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
The game uses AI to create some graphic assets.
A small portion of the content in the game was created using AI, but the majority was developed by our team.
Artificial intelligence was used to create the character appearances.
Artificial intelligence was only used as a supportive tool in creating some marketing visuals. All gameplay, content, and art assets are fully handcrafted.
Some in-game illustrations were created using generative AI tools. All AI-generated assets were reviewed and edited by our development team to ensure originality and compliance with copyright policies.
Graphic and audio elements such as background images for UI, Main Menu Screens, sound effects and artwork.
The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated.
Some images and sounds were additionally generated by AI-assisted tools.
AI tools were used in a limited capacity during development to assist with concept art, promotional material, background music, design ideation, and co-writing some descriptive text. No AI is used in actual gameplay, player interaction, or game logic.
Use of AI refactored image of the game's enemy character in the cover art.
・Some of the images and textures used here have been manually edited using generative AI. ・We use generative AI as a coding assistance tool.
This game does not include AI "art". Anything with an artistic quality, rather than an attempt to emulate a realistic texture, was created by a human. Photorealistic AI-generated images were sampled to create some of the game's textures, and often heavily edited since raw output is unsuitable. 3D models, sounds, and music in this game were created by a human with zero AI assistance.
AI is used to translate the store page.
AI tools were used for language translation and ensuring linguistic accuracy.
This game contains some AI-generated content on store page.
AI used in this game includes several language translations and some textures.
Hello! Since I’m new to this environment, I’m not yet fully familiar with how the process works. AI tools were partially used to create some of the promotional images for the store page and a few in-game photos depicting students.
There is no artificial intelligence in the game, it is only used in the photos in the store visual.
The music in the game was generated by AI
Generative AI was used to create certain static visual assets, including the “OUTBREAK” text-based logo, the Steam profile background image, and the static background image displayed in the main menu. No AI-generated content is used during gameplay.
All images within the game were generated using a neural network.
In our game, we used artificial intelligence for some buttons, icons, other UI elements, and marketing materials (such as capsule images).
AI is used for one select character voice. Will be replaced in future update
We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects.
AI is used for translating texts into multiple languages, creating voiceovers, and assisting in content development. This includes elaborating ideas and expanding story notes: AI helps to develop the context I provide, enhancing the material, while I manually review and adjust the results to ensure they match the desired tone and details.
We use Generative AI as an assistive tool during the development process. Its primary uses are for code debugging, refactoring, and optimization, similar to a code assistant. We also use it as a creative sounding board to brainstorm and refine game design ideas. No art, music, sound, or in-game text assets that are directly visible or audible to the player have been generated by AI. All final game assets are created by the developer.
Some visual assets in this game were created with the help of AI tools (e.g., OpenAI’s DALL·E, MidJourney, ElevenLabs). The developers reviewed every AI-assisted asset and selectively refined them to ensure they fit the game’s artistic direction and story. All tools were used within their terms of service, and the developers retain the necessary commercial rights. No real-time AI generation is used in gameplay.
AI was used to create some of the trailer's animated scenes, translations and the game's music.
Certain images and program elements have been created with the assistance of AI.
AI绘图
Certain in-game 2D images and English translation were generated with the assistance of AI.
For Creating Capsules
Background and illustrations, some text, and some music are generated using AI
The game logo were created using AI-assisted tools. All other assets are handcrafted.
Some visual elements, such as pavement textures, were partially created using AI tools during development.
marketing, promo videos/pictures
Some artwork and assets (like images) were made with generative AI during development. No AI generates live content — all gameplay is static, hand-curated, and fixed at release.
The images were created using AI then edited by a human Languages other than English are machine translated
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rise of the Khan In-game content art | Small Number of small items/meshes and Images were generated by AI. | Stinky Poo Entertainment | - | Mar 18, 2026 | |
幸存者:枪火 Dev only | Games use AI as a creative aid in conceptual design. | XiheCreative | 18 | Mar 18, 2026 | |
湾曲世界 In-game content artaudiotext | AI is used for translation, 3D assets, music, and part of the UI. | Ituki Ebina | - | Mar 18, 2026 | |
Hollow Ascent Store/marketing art | This game does not generate content during gameplay. AI was used only to create title and logo art. | Hollow Square | - | Mar 18, 2026 | |
Crime Scene Clean: Paranormal In-game content art | Some game graphics made with AI help. | Alkame Games | - | Mar 18, 2026 | |
88 NIGHTS IN THE FOREST Store/marketing | Some elements of the store page were generated by AI | Axl'sGuns Studio | - | Mar 18, 2026 | |
Shattered Delirium In-game content art | AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay. | Jeremy Bahn | - | Mar 18, 2026 | |
100 ROOMS Unclear audio | One song | LabDev | - | Mar 18, 2026 | |
My Grimm Fate In-game content audioart | The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work.
The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools. | Lola´s Fatal Library | - | Mar 18, 2026 | |
Office 8 In-game content art | In the game, photorealistic images on posters and on a book were created using AI. | ChronoQuill | - | Mar 18, 2026 | |
RoadToPro In-game content art | Some background images and UI assets were created with the assistance of generative AI and were further edited and refined by the developer. | GreenTeaGame | - | Mar 18, 2026 | |
Vampire Hunter: Nightrise In-game content artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | 25 | Mar 18, 2026 | |
Don’t Make Her Open Her Eyes! In-game content art | The game uses AI to create some graphic assets. | Velvet Rot Games | - | Mar 18, 2026 | |
Escape: Immersion In-game content | A small portion of the content in the game was created using AI, but the majority was developed by our team. | AzDimension, Royal Games | - | Mar 18, 2026 | |
ListenUp! In-game content art | Artificial intelligence was used to create the character appearances. | Predicate games | - | Mar 18, 2026 | |
Tape Over: Night Shift In-game content art | Artificial intelligence was only used as a supportive tool in creating some marketing visuals. All gameplay, content, and art assets are fully handcrafted. | Dead Tape Studio | - | Mar 18, 2026 | |
カワサキデビルズ In-game content art | Some in-game illustrations were created using generative AI tools.
All AI-generated assets were reviewed and edited by our development team to ensure originality and compliance with copyright policies. | 株式会社ワンコネクト | - | Mar 18, 2026 | |
Seventh Seal In-game content artaudio | Graphic and audio elements such as background images for UI, Main Menu Screens, sound effects and artwork. | Renderready, LLC | - | Mar 18, 2026 | |
Cardinal Fall In-game content audioart | The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated. | Metahusk | - | Mar 18, 2026 | |
The Golden Horde: Story of Jambul In-game content artaudio | Some images and sounds were additionally generated by AI-assisted tools. | Doomers Entertainment | - | Mar 18, 2026 | |
Mechanis Obscura In-game content artaudiotext | AI tools were used in a limited capacity during development to assist with
concept art, promotional material, background music, design ideation,
and co-writing some descriptive text.
No AI is used in actual gameplay, player interaction, or game logic. | Konstantinos Klimantakis | - | Mar 18, 2026 | |
Lythium Store/marketing art | Use of AI refactored image of the game's enemy character in the cover art. | Amnesia Softworks | - | Mar 18, 2026 | |
DEATHLOOP 4 YOU In-game content artcode | ・Some of the images and textures used here have been manually edited using generative AI.
・We use generative AI as a coding assistance tool. | riinwin | 40 | Mar 18, 2026 | |
Maze Creep!! In-game content art | This game does not include AI "art". Anything with an artistic quality, rather than an attempt to emulate a realistic texture, was created by a human.
Photorealistic AI-generated images were sampled to create some of the game's textures, and often heavily edited since raw output is unsuitable.
3D models, sounds, and music in this game were created by a human with zero AI assistance. | Bosskiller Studios | 27 | Mar 18, 2026 | |
IT LURKS In-game content text | AI is used to translate the store page. | Alex Le Mesurier | - | Mar 18, 2026 | |
Fallen Valkyries: Prologue In-game content text | AI tools were used for language translation and ensuring linguistic accuracy. | Neronvox | - | Mar 18, 2026 | |
Hook of Abyss Store/marketing | This game contains some AI-generated content on store page. | 废土钓鱼队 Wasteland Fishermen | - | Mar 18, 2026 | |
Grieving In-game content textart | AI used in this game includes several language translations and some textures. | flycat.games | 14 | Mar 18, 2026 | |
The Erased Student In-game content art | Hello!
Since I’m new to this environment, I’m not yet fully familiar with how the process works.
AI tools were partially used to create some of the promotional images for the store page and a few in-game photos depicting students. | VimmGames | 16 | Mar 18, 2026 | |
The Last Zone Store/marketing art | There is no artificial intelligence in the game, it is only used in the photos in the store visual. | Kodobur Games | - | Mar 18, 2026 | |
The Ballad of a True Thug In-game content audio | The music in the game was generated by AI | Aces | - | Mar 18, 2026 | |
OUTBREAK Store/marketing art | Generative AI was used to create certain static visual assets, including the “OUTBREAK” text-based logo, the Steam profile background image, and the static background image displayed in the main menu.
No AI-generated content is used during gameplay. | Kara | - | Mar 18, 2026 | |
НОЧНОЕ ТАКСИ In-game content art | All images within the game were generated using a neural network. | ВСЖ | - | Mar 18, 2026 | |
Burden of Choice In-game content art | In our game, we used artificial intelligence for some buttons, icons, other UI elements, and marketing materials (such as capsule images). | Bearstrike Games | - | Mar 18, 2026 | |
DOOM 3: Phobos In-game content audio | AI is used for one select character voice. Will be replaced in future update | Team Future | 100 | Mar 18, 2026 | |
ARTIST SLAYER / RUSH In-game content artcode | We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects. | ARTIST SLAYER Project | - | Mar 18, 2026 | |
For What In-game content textaudio | AI is used for translating texts into multiple languages, creating voiceovers, and assisting in content development. This includes elaborating ideas and expanding story notes: AI helps to develop the context I provide, enhancing the material, while I manually review and adjust the results to ensure they match the desired tone and details. | Lost Pixel | - | Mar 18, 2026 | |
One Man! One Gun! One Thousand Zombies! Dev only code | We use Generative AI as an assistive tool during the development process. Its primary uses are for code debugging, refactoring, and optimization, similar to a code assistant. We also use it as a creative sounding board to brainstorm and refine game design ideas.
No art, music, sound, or in-game text assets that are directly visible or audible to the player have been generated by AI. All final game assets are created by the developer. | Chaotic Dev Studio | - | Mar 18, 2026 | |
Shadow of the Moonlight In-game content art | Some visual assets in this game were created with the help of AI tools (e.g., OpenAI’s DALL·E, MidJourney, ElevenLabs). The developers reviewed every AI-assisted asset and selectively refined them to ensure they fit the game’s artistic direction and story. All tools were used within their terms of service, and the developers retain the necessary commercial rights. No real-time AI generation is used in gameplay. | Tinelis | - | Mar 18, 2026 | |
Pushkin vs Vampires In-game content audiotext | AI was used to create some of the trailer's animated scenes, translations and the game's music. | Tony Lo | - | Mar 18, 2026 | |
Suddenly, The Demon Lord's Labyrinth Appears Unclear art | Certain images and program elements have been created with the assistance of AI. | Oyatsu Games Studio | - | Mar 18, 2026 | |
谍影:余烬 Unclear art | AI绘图 | 咕噜狗 | 11 | Mar 18, 2026 | |
Paid By Blood In-game content arttext | Certain in-game 2D images and English translation were generated with the assistance of AI. | HU JIA XI | - | Mar 18, 2026 | |
Vinash: Vengence For Blood Store/marketing art | For Creating Capsules | Adarsh Verma | - | Mar 18, 2026 | |
殛(jí)溟残魂:夏日奇缘 Remnants JiMing Soul: Summer In-game content arttextaudio | Background and illustrations, some text, and some music are generated using AI | 莎莎莎比 | - | Mar 18, 2026 | |
ARCTIC CTHULHU Store/marketing art | The game logo were created using AI-assisted tools. All other assets are handcrafted. | Ted Zufle | - | Mar 18, 2026 | |
BRESH In-game content art | Some visual elements, such as pavement textures, were partially created using AI tools during development. | Vladislav Surin | - | Mar 18, 2026 | |
Find Me In-game content art | marketing, promo videos/pictures | Ludmila Pislova | - | Mar 18, 2026 | |
The Kitchen Knife In-game content art | Some artwork and assets (like images) were made with generative AI during development. No AI generates live content — all gameplay is static, hand-curated, and fixed at release. | One Hand Studio | - | Mar 18, 2026 | |
Claws of the Forest In-game content arttext | The images were created using AI then edited by a human
Languages other than English are machine translated | VisualNovelGames | - | Mar 18, 2026 |