There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
- Creator
- Andy House
- Reviews
- -
- Added
- Sep 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.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
AI was used for some localizations.
Hedge Knight features artwork developed with generative AI.
Some pixel art, sound effects and music are AI-generated.
Some graphical assets of the game like cat characters are made using generative artificial intelligence.
We are using AI to help write, structure, and/or review written code by the team. Some of the artwork in this game was produced with the help of generative AI tools.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development.
Generative AI tools were used to create some of the game's visual assets and audio.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Part of the audio in this game is generated with AI: the music and some of the sound effects. Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually. Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Ai has been used for music and art creation.
AI generates a few images and icons, reviewed manually.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
Non-English translations are AI translated placeholders.
Some of the artworks in the game and on the steam product page are AI generated.
For now I am using the AI generated ICONS as I can't afford real artist yet. But these will be replaced once I get a real artist.
It has been used in the page visuals.
Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI tools were used during development to help create pre-generated content including pixel artwork, character and boss sprites, some written narrative and interface text, and original synthesized music and sound arrangements. These assets are included in the installed game. Gameplay does not generate content through an AI service at runtime.
Some of this game's audio was created with generative AI tools.
Valdrys uses AI-generated content in one place: the login screen background, a single static image of a moonlit ridge over a conifer forest, generated with Google Gemini. It does not appear in gameplay. Everything else in the game is hand-drawn, generated procedurally by our own tools, or licensed from third-party artists under CC0, CC-BY or commercial licences. All of it is credited on the in-game Credits screen. Parts of the game's code were written with the help of an AI coding assistant. No AI-generated art, audio or written content ships in Valdrys beyond the single background image described above. Nothing in Valdrys generates content while the game is running.
This game uses generative AI tools for some image assets and translations. All AI-generated materials are reviewed, adjusted, and edited by the development team before being used in the game.
Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations.
This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs).
Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running.
Generative AI was used to assist in creating promotional artwork for the Steam store and library assets. The game itself does not use live-generated AI content.
Some item and skill images were created with the help of generative AI during development.
Some of the content in this game was created with the help of generative AI tools. This includes parts of the visual assets (icons, textures and UI images), some audio (music and sound effects), parts of the in-game text (item descriptions, dialogue and story text), and the translations of the game's text into other languages. All of this content was generated during development, then reviewed, edited and assembled by hand before being included in the game. The game itself does not generate any content with AI while you play, and it does not send any player data to AI services.
Generative AI was used during development to create and assist with some of the game's visual assets, including character artwork, event illustrations, backgrounds, and other graphical elements, as well as some of the music used in the game. AI-generated materials were reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used to dynamically generate gameplay, dialogue, story content, visual assets, or music while the game is running.
Generative AI was used for the translation of this game.
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration. ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design. As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay.
Localization features are AI-assisted.
I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI.
Some 3D surface and object textures were created using AI image generation tools.
During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story. The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content.
* Some artwork was created with reference to concept images generated by generative AI * Language localization
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
Generative AI is used to localize (translate) in-game text.
Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay.
The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over. All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running.
Some character, enemy, and environment sprites in this game were created with the assistance of AI image generation tools during development. All AI-generated content was reviewed and edited by the developers before inclusion.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
To Rule... Bavarin In-game content art | There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated. | Andy House | - | Sep 18, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
River Runners In-game content text | AI was used for some localizations. | LogVenture | - | Sep 17, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
I Only Moved My Mouse In-game content artaudio | Some pixel art, sound effects and music are AI-generated. | Missroot | - | Sep 16, 2026 | |
Cat Omni: Card Cats In-game content art | Some graphical assets of the game like cat characters are made using generative artificial intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Sep 16, 2026 | |
Genesis Core In-game content artcode | We are using AI to help write, structure, and/or review written code by the team. Some of the artwork in this game was produced with the help of generative AI tools. | Sunday's Playground | - | Sep 16, 2026 | |
Last Copy In-game content textartcode | Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay. | Casdera Labs | - | Sep 16, 2026 | |
The Only Eye: Arcane Legacy In-game content arttext | Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay. | Bitroot Studios | - | Sep 16, 2026 | |
Clog&Order In-game content arttext | Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services. | Taoji Games | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Ball of Fantasy Dev only artcode | This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development. | Super Space Grind | - | Sep 16, 2026 | |
Clickore Station In-game content artaudio | Generative AI tools were used to create some of the game's visual assets and audio. | Ludikatt | - | Sep 16, 2026 | |
United Football In-game content arttext | Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content. | MetaverseME Ltd | - | Sep 16, 2026 | |
SHOOTOSYNTHESIS In-game content audiocode | Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc. | GDDREAM Games | - | Sep 16, 2026 | |
ERA-ming Store/marketing artcode | 此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。 | aigmer | - | Sep 16, 2026 | |
No Luck Left In-game content art | No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service. | Jonas Funk | - | Sep 16, 2026 | |
Fox7: City Of Fighters In-game content artaudio | Ai has been used for music and art creation. | Daniel Fox | - | Sep 16, 2026 | |
Idle King: Loot Together In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Sep 16, 2026 | |
Tooth for Tooth Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | Outlane | - | Sep 16, 2026 | |
Vanguard Tides In-game content text | Non-English translations are AI translated placeholders. | Conjure Studios LLC | - | Sep 16, 2026 | |
Wartra In-game content art | Some of the artworks in the game and on the steam product page are AI generated. | Jens P. Behrens | - | Sep 16, 2026 | |
Ghostorio In-game content art | For now I am using the AI generated ICONS as I can't afford real artist yet. But these will be replaced once I get a real artist. | REGENER | - | Sep 16, 2026 | |
Old War Together Store/marketing art | It has been used in the page visuals. | cnsgames | - | Sep 15, 2026 | |
Garden of the Dead In-game content arttext | Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game. | Lungu Daniel | - | Sep 15, 2026 | |
The Infinite Tower In-game content arttextaudio | AI tools were used during development to help create pre-generated content including pixel artwork, character and boss sprites, some written narrative and interface text, and original synthesized music and sound arrangements. These assets are included in the installed game. Gameplay does not generate content through an AI service at runtime. | Charlie Pilotti | - | Sep 15, 2026 | |
Treaty Ground: Corridor 2032 In-game content audio | Some of this game's audio was created with generative AI tools. | https://chillnowllc.com | - | Sep 15, 2026 | |
Valdrys Store/marketing artcode | Valdrys uses AI-generated content in one place: the login screen
background, a single static image of a moonlit ridge over a conifer
forest, generated with Google Gemini. It does not appear in gameplay.
Everything else in the game is hand-drawn, generated procedurally by
our own tools, or licensed from third-party artists under CC0, CC-BY
or commercial licences. All of it is credited on the in-game Credits
screen.
Parts of the game's code were written with the help of an AI coding
assistant. No AI-generated art, audio or written content ships in
Valdrys beyond the single background image described above.
Nothing in Valdrys generates content while the game is running. | Valdrys Games | - | Sep 15, 2026 | |
Final Tower Ⅶ In-game content arttext | This game uses generative AI tools for some image assets and translations. All AI-generated materials are reviewed, adjusted, and edited by the development team before being used in the game. | NEO Studio | - | Sep 15, 2026 | |
Zukontide In-game content art | Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations. | Sindre | - | Sep 15, 2026 | |
Wheelie Bin Bash Dev only artaudio | This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs). | Aubriline SoftWorks | - | Sep 15, 2026 | |
Nightfall In-game content artaudio | Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running. | Percifali | - | Sep 15, 2026 | |
ReFantasy Autobattler Store/marketing art | Generative AI was used to assist in creating promotional artwork for the Steam store and library assets. The game itself does not use live-generated AI content. | CluelessDev | - | Sep 15, 2026 | |
Custimity In-game content art | Some item and skill images were created with the help of generative AI during development. | Fiery Swan | - | Sep 15, 2026 | |
Warpscape In-game content artaudiotext | Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services. | Yevhenii Mykhailichenko | - | Sep 15, 2026 | |
Disrupt Destiny In-game content artaudio | Generative AI was used during development to create and assist with some of the game's visual assets, including character artwork, event illustrations, backgrounds, and other graphical elements, as well as some of the music used in the game. AI-generated materials were reviewed, selected, and edited by the developer before being included in the game.
Generative AI is not used to dynamically generate gameplay, dialogue, story content, visual assets, or music while the game is running. | Studio Huewel | - | Sep 15, 2026 | |
Where is my sword In-game content text | Generative AI was used for the translation of this game. | DeskClub Games | - | Sep 14, 2026 | |
ECHO//syntax Dev only code | I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy. | CHROMAGEM Games | - | Sep 14, 2026 | |
My Zombies Are Hungry Dev only arttextcode | AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay. | GiantIce | - | Sep 13, 2026 | |
Towers & Tentacles In-game content text | Localization features are AI-assisted. | Graauw | - | Sep 13, 2026 | |
Grimlife In-game content audioarttext | I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI. | Arkitech | - | Sep 13, 2026 | |
Society Ciphers: The Invisible Man In-game content art | Some 3D surface and object textures were created using AI image generation tools. | Nando Works | - | Sep 13, 2026 | |
FIVE STAT FRENZY! In-game content art | During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story.
The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content. | ZELVANIX | - | Sep 13, 2026 | |
SubQuest In-game content arttext | * Some artwork was created with reference to concept images generated by generative AI
* Language localization | SubQuest | - | Sep 13, 2026 | |
ONE FLEET In-game content arttextaudio | Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime. | LuckyLion | - | Sep 13, 2026 | |
Cartridge Survivors In-game content text | Generative AI is used to localize (translate) in-game text. | Chipbeat Studio | - | Sep 13, 2026 | |
Motion de censure In-game content art | Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay. | SMARTCUB3D Studio | - | Sep 13, 2026 | |
DARK PGT 2 In-game content audio | The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over.
All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running. | ZERO5GAMES | - | Sep 13, 2026 | |
Rift Crashers In-game content art | Some character, enemy, and environment sprites in this game were created with the assistance of AI image generation tools during development. All AI-generated content was reviewed and edited by the developers before inclusion. | Tethered Rifts Studio, LLC | - | Sep 13, 2026 |