AI as part of modern development workflows
- Creator
- fat old bastards
- 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.
AI as part of modern development workflows
some images of the store and loadscreens.
AI was used to generate 2D character portraits, icons, part of the music, sound effects, item descriptions text, and localization.
AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
The game to contain art assets generated by artificial intelligence
As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
For some textures — house windows, a backdrop with the city. For localization.
Generative AI was used to help develop the prototype.
AI was used to help generate event text and to help during the coding process. All sumo logic, sprites, and animations are done by hand!
Some visual assets and promotional/store artwork were created or assisted with generative AI tools during development and then manually edited, selected, and assembled by the developer. The game does not use live generative AI during gameplay. Gameplay code, online services, scoring, achievements, purchases, and multiplayer rules are developer-authored.
The puzzle images pre-rendered AI art
It uses small amount of AI for localization.
Generative AI tools were used as supportive assistance in the creation of certain promotional materials, concept art, temporary text, and marketing content during development. All final in-game content is manually reviewed, edited, and integrated by the development team.
This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game.
Some music tracks in the game were created using generative AI tools.
WW2 historical photos colorized by AI
The store page image and title screen in game is an A.I image
Some icons, some textures, Some quest descriptions, voices
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement. AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer. Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
This game utilizes AI-assisted text localization.
Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
AI was used for the localization of this store page.
It contains some Images generated by AI.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
I used AI to help with marketing materials.
Thunder Infinity was developed by a single person with no resources or financial support. The artwork for the project was produced by generative AI under strict artistic guidelines. In the future, if the game is well-received and sells well, a redesign by professional artists could be considered.
The background images and peaches pictures are pre-rendered AI art.
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay.
AI tools were utilized to generate some art assets on the store page.
As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding.
This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience.
AI was used in some parts for development as well as some digital assets.
Some art assets were generated with AI
AI support has been used for language translations as part of the game's localization process.
Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools.
AI was used for texture patterns and code assistance. All content was manually verified and optimized.
Smoke Town utilizes artificial intelligence in the following areas: We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations. All AI-generated content has been human-reviewed and refined for quality and technical integration.
AI used for a couple icons and the music.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Generative AI was used to create some of the marketing elements for the Steam page.
Font and Translation
Some text content and store descriptions were generated with the help of artificial intelligence.
This game includes elements using Generative AI in some pre-produced content such as intro videos. These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay.
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Blux Unclear | AI as part of modern development workflows | fat old bastards | - | Jun 3, 2026 | |
Dragonlance: Veil of the Last Sanctum Store/marketing art | some images of the store and loadscreens. | WKM-STUDIO | - | Jun 3, 2026 | |
Amaranth Source Online In-game content artaudiotext | AI was used to generate 2D character portraits, icons, part of the music, sound effects, item descriptions text, and localization. | Qaranzo Games | - | Jun 3, 2026 | |
ENDLESS SIGNAL In-game content textartcode | AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game. | gamugamugames | - | Jun 3, 2026 | |
Dyno Burst: Bubble Shooter Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | May 23, 2026 | |
OH NO, NOT ANOTHER L In-game content art | The game to contain art assets generated by artificial intelligence | LDev | 12 | May 23, 2026 | |
Dungeon Dash: Relic Of Binding In-game content art | As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game. | Jeff Anderson | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Sabre Hunter: Keep On Moving In-game content arttext | For some textures — house windows, a backdrop with the city.
For localization. | untold.Soft | - | May 23, 2026 | |
Lords Of Heck Dev only | Generative AI was used to help develop the prototype. | Smokey Chill Games | - | May 23, 2026 | |
Uchi No Heya! In-game content textcode | AI was used to help generate event text and to help during the coding process. All sumo logic, sprites, and animations are done by hand! | James West | - | May 23, 2026 | |
Are You A Pilot In-game content art | Some visual assets and promotional/store artwork were created or assisted with generative AI tools during development and then manually edited, selected, and assembled by the developer. The game does not use live generative AI during gameplay. Gameplay code, online services, scoring, achievements, purchases, and multiplayer rules are developer-authored. | Carlos Fierro | - | May 23, 2026 | |
Neon Fantasy: Dinosaurs In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | May 23, 2026 | |
Otpisani: Nightingale In-game content text | It uses small amount of AI for localization. | Pr0py | - | May 23, 2026 | |
Storia Online In-game content arttext | Generative AI tools were used as supportive assistance in the creation of certain promotional materials, concept art, temporary text, and marketing content during development.
All final in-game content is manually reviewed, edited, and integrated by the development team. | Ulisses Nogueira | - | May 23, 2026 | |
Ironfields In-game content arttextaudio | This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game. | Divis Studio | - | May 23, 2026 | |
Judgment: Ankara 01 In-game content audio | Some music tracks in the game were created using generative AI tools. | Syrion Interactive | - | May 23, 2026 | |
Air War General - WW2 Air Force Wargame Store/marketing art | WW2 historical photos colorized by AI | Panzer Airlines | - | May 23, 2026 | |
Veilbreak Store/marketing art | The store page image and title screen in game is an A.I image | Wolfs Moon Studios | 16 | May 23, 2026 | |
Dead Spell In-game content arttextaudio | Some icons, some textures, Some quest descriptions, voices | Jesse Etzler | - | May 23, 2026 | |
Waywardens Dev only artcode | Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services. | Meehnior | - | May 23, 2026 | |
Forest of Numbers In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | May 23, 2026 | |
The Abyss Below In-game content text | This game utilizes AI-assisted text localization. | Broken Relay | 39 | May 23, 2026 | |
I HATE SNAKE: Retro Phone Simulator In-game content audio | Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights. | Ivory Games | - | May 23, 2026 | |
Grid Lands In-game content arttextcode | Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live. | Grid Labs | - | May 23, 2026 | |
EATY In-game content text | AI was used for the localization of this store page. | TANZI GAMES | - | May 23, 2026 | |
放学后:追忆旧日时光 Store/marketing art | It contains some Images generated by AI. | None Studio | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
Downer Management Store/marketing arttext | I used AI to help with marketing materials. | adarkfable | - | May 23, 2026 | |
Thunder Infinity In-game content art | Thunder Infinity was developed by a single person with no resources or financial support.
The artwork for the project was produced by generative AI under strict artistic guidelines.
In the future, if the game is well-received and sells well, a redesign by professional artists could be considered. | Enrique G. Galvez | - | May 23, 2026 | |
Sweetie Candy Maze: Coral Peach In-game content art | The background images and peaches pictures are pre-rendered AI art. | Cute Hannah's Games | - | May 23, 2026 | |
We Die Below In-game content artaudiotext | Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality. | FourFootOne Games | - | May 23, 2026 | |
Skate Rush: 90s Retro Arcade Store/marketing codetextart | This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay. | LefterisKr | 16 | May 23, 2026 | |
Galactic Patrol Store/marketing art | AI tools were utilized to generate some art assets on the store page. | Binx.tv | - | May 23, 2026 | |
Eternal Eden™ Resurgence In-game content art | As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding. | Wathitdew Record | - | May 23, 2026 | |
Shadow Play: Nezha In-game content codetextaudioart | This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience. | HDPixelGames | - | May 23, 2026 | |
BonkCity Unclear | AI was used in some parts for development as well as some digital assets. | 44G | - | May 23, 2026 | |
Astro Raiders In-game content art | Some art assets were generated with AI | Far Side Games | - | May 23, 2026 | |
Misa Online In-game content text | AI support has been used for language translations as part of the game's localization process. | Misa Games | - | May 23, 2026 | |
Crownseeker Store/marketing art | Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools. | Jeremy Petersen | - | 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 | |
Smoke Town In-game content arttext | Smoke Town utilizes artificial intelligence in the following areas:
We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations.
All AI-generated content has been human-reviewed and refined for quality and technical integration. | TSRV | - | May 23, 2026 | |
Monster Masher In-game content artaudio | AI used for a couple icons and the music. | TekWiz | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
Shape Showdown Store/marketing art | Generative AI was used to create some of the marketing elements for the Steam page. | ZellyDev | - | May 23, 2026 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | May 23, 2026 | |
Cornerfall Store/marketing text | Some text content and store descriptions were generated with the help of artificial intelligence. | Wisparro | - | May 23, 2026 | |
Pion's Theorem Store/marketing art | This game includes elements using Generative AI in some pre-produced content such as intro videos.
These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay. | KahluaSoft | - | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 |