AI tools were used to help write parts of the store description and to create some of the graphics.
- Creator
- komine
- Reviews
- -
- Added
- Sep 16, 2026
Public Steam disclosure research 26,629 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 tools were used to help write parts of the store description and to create some of the graphics.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI.
小部分画面和语音由ai协助渲染
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand. Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans. AI tools were also used to assist with language localization.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music.
Uses placeholder AI-art for steam page. Will be replaced later.
Ai has been used for music and art creation.
I took inspiration from artwork I purchased and used AI to to create different styles based on my own liking.
AI generates a few images and icons, reviewed manually.
Our team used generative AI tools to assist with artwork, animation, audio, text, localization, and marketing materials. We directed the creative process and selected, edited, and incorporated the resulting material into the game and its promotional content.
AI was used in the translation.
- Voice Acting - Mech Sprites - Dialogues - SFX
AI tools were used in a limited capacity to support coding, early prototyping, and the creation of a small number of icons. All AI-assisted elements were reviewed and refined by us.
Some game art and promotional materials used AI.
Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay.
AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists.
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.
Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services.
The Game Assets Are Initially Designed By Humans, Then Generated With Ai Assistance In The Middle Stage, And Finally Edited By Humans.
This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included.
Generative AI was used to create UI icons, music, and translations into languages other than English and French.
Some placeholder assets in early versions are AI generated.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
AI was used to create some of the images.
We build Last Treasure Online with AI tools. Much of the code is written with AI, including shaders, scripts that model props and furniture in Blender, and scripts that synthesize sound effects and ambience. Most text in the game is AI generated, but all names, personalities, schedules, stories, lore, knowledge, etc is strongly scaffolded and enforced by us as designers. In play, NPCs speak through an AI language model on our server in order to talk about hundreds of subjects in different ways depending on what they know about them, you, the world, etc.... The model only rewords lines and facts we wrote: it cannot invent places, items, prices or quests, and players never type text into it. No images, textures, 3D models, music or sounds come from diffusion image, 3D or audio models. Characters and clothing are hand-painted, and the world's textures are photographs.
Generative AI was used to create or assist with certain Steam store-page marketing assets, including capsule/header artwork.
I use AI coding assistant to polish and debug the code.
Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay.
Hell Healers features artwork developed with generative AI.
all the pictures are generated by artificial intelligence.
Generative AI is used during development to create artwork, animation, music, sound effects and some text, including store artwork and descriptions. Content is selected, edited and integrated before release. SkyStray does not generate AI content during gameplay or connect to external AI services while you play.
The game’s core artwork and content were created by people. Generative AI use was limited to select elements of UI images and icons, Steam capsule image retouching, map and calendar textures within buildings, and localization translations.
Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release.
This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page. The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships. Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service.
Generative AI tools were used during development to create some artwork, music and sound effects, and to prepare store and promotional artwork based on gameplay captures. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Artificial intelligence was used to create the game logo, assist with the game's translation into multiple languages, assist in writing and translating the game's description, and help estimate the system requirements.
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.
Usage of AI-assisted coding tools were used to help debug, and write some lengthy aspects of the game. But all creative work (art, animation, music, sound effects, and all writing and dialogue) is made by hand, without any generative AI whatsoever.
Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players.
Generative AI tools were used during the development process to assist in creating pre-rendered visual assets, including character portraits and certain user interface (UI) icons.
Art assets in this game - the fish, environments, UI icons, achievement icons and store page artwork - were created with the help of generative AI tools. Every asset was then hand-picked, edited, resized and colour-corrected before being brought into the game, and all of it was checked against a fixed art direction and a locked colour palette. Some of the code was written with AI assistance. All of it was reviewed by the developer and is covered by automated tests. The game itself never generates anything while you play, and never connects to an AI service. Everything you see ships with the build and is the same for every player.
Some icons, UI elements and text were created with the help of AI tools during development, then reviewed and edited by hand. Nothing is generated while you play.
Some art assets and marketing images were created or assisted with generative AI during development, then curated and edited for the final game. The game does not generate AI content in real time during play.
It has been used in the store page images.
AI used for code, graphics, audio.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Auto Mute Music Store/marketing textart | AI tools were used to help write parts of the store description and to create some of the graphics. | komine | - | Sep 16, 2026 | |
Orymessa In-game content textart | Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service. | Arnaud Wissart | - | Sep 16, 2026 | |
Jackshot In-game content art | AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI. | und3d | - | Sep 16, 2026 | |
萦回 In-game content artaudio | 小部分画面和语音由ai协助渲染 | 白鹤 | - | Sep 16, 2026 | |
Matryoshka In-game content arttext | The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization. | flapper3 inc. | - | Sep 16, 2026 | |
Tunnel Brawl In-game content arttext | Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services. | Josef “Chose” Šíma | - | Sep 16, 2026 | |
Box of Life In-game content codeaudio | During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music. | Johannes | - | Sep 16, 2026 | |
Blind Seek Store/marketing art | Uses placeholder AI-art for steam page. Will be replaced later. | WOLVEN | - | 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 | |
Starfall Dev only art | I took inspiration from artwork I purchased and used AI to to create different styles based on my own liking. | Imran | - | 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 In-game content artaudiotext | Our team used generative AI tools to assist with artwork, animation, audio, text, localization, and marketing materials. We directed the creative process and selected, edited, and incorporated the resulting material into the game and its promotional content. | Outlane | 40 | Sep 16, 2026 | |
Tilements In-game content text | AI was used in the translation. | bbibic | - | Sep 16, 2026 | |
Humans, Bots and Zombies In-game content audioarttext | - Voice Acting
- Mech Sprites
- Dialogues
- SFX | Hbz-team | - | Sep 16, 2026 | |
Battle Bot Tactics In-game content artcode | AI tools were used in a limited capacity to support coding, early prototyping, and the creation of a small number of icons. All AI-assisted elements were reviewed and refined by us. | OddEngine | - | Sep 16, 2026 | |
塑时者 Store/marketing art | Some game art and promotional materials used AI. | 一心社 | - | Sep 16, 2026 | |
方块战舰: Module Warship In-game content artaudiotext | Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay. | XiuM | - | Sep 16, 2026 | |
Alien Resource Manager In-game content art | AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists. | Woolly Games | - | 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 | |
OUTPREFORM In-game content artaudiotext | Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services. | Closing Bell Games | - | Sep 16, 2026 | |
Cosy Loops In-game content art | The Game Assets Are Initially Designed By Humans, Then Generated With Ai Assistance In The Middle Stage, And Finally Edited By Humans. | GGOLDBIG | - | Sep 16, 2026 | |
Kings Call 2 In-game content art | This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included. | X Star Game Limited | 32 | Sep 16, 2026 | |
Lumenweld In-game content artaudiotext | Generative AI was used to create UI icons, music, and translations into languages other than English and French. | Void Lepus | - | Sep 16, 2026 | |
BoredBundle Unclear art | Some placeholder assets in early versions are AI generated. | BreezeHouse Games | - | Sep 16, 2026 | |
Make The Dead Dead Again In-game content textaudio | DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription. | Based On The Play | - | Sep 16, 2026 | |
BigFooten Unclear art | AI was used to create some of the images. | Dan Smith | - | Sep 16, 2026 | |
Last Treasure Online Live AI codetext | We build Last Treasure Online with AI tools. Much of the code is written with AI, including shaders, scripts that model props and furniture in Blender, and scripts that synthesize sound effects and ambience. Most text in the game is AI generated, but all names, personalities, schedules, stories, lore, knowledge, etc is strongly scaffolded and enforced by us as designers. In play, NPCs speak through an AI language model on our server in order to talk about hundreds of subjects in different ways depending on what they know about them, you, the world, etc.... The model only rewords lines and facts we wrote: it cannot invent places, items, prices or quests, and players never type text into it. No images, textures, 3D models, music or sounds come from diffusion image, 3D or audio models. Characters and clothing are hand-painted, and the world's textures are photographs. | dabsouljaboy | - | Sep 16, 2026 | |
Deck of Stabs Store/marketing art | Generative AI was used to create or assist with certain Steam store-page marketing assets, including capsule/header artwork. | RetroAction Games | - | Sep 15, 2026 | |
RemoteSpace: First Settlement Dev only code | I use AI coding assistant to polish and debug the code. | ShadowDev | - | Sep 15, 2026 | |
Crazy Life In-game content art | Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay. | ADOMI GAMES | - | Sep 15, 2026 | |
Hell Healers In-game content art | Hell Healers features artwork developed with generative AI. | Recoil Mojo | - | Sep 15, 2026 | |
Visual Novel: The Neighbor with My Face In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 15, 2026 | |
SkyStray In-game content artaudiotext | Generative AI is used during development to create artwork, animation, music, sound effects and some text, including store artwork and descriptions. Content is selected, edited and integrated before release. SkyStray does not generate AI content during gameplay or connect to external AI services while you play. | Sam Mayell | - | Sep 15, 2026 | |
Never Enough Corn In-game content arttext | The game’s core artwork and content were created by people. Generative AI use was limited to select elements of UI images and icons, Steam capsule image retouching, map and calendar textures within buildings, and localization translations. | cream | - | Sep 15, 2026 | |
Kill the Thing In-game content artaudiotext | Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release. | Jajooka Games | - | Sep 15, 2026 | |
The Last Summer Holiday In-game content textcode | This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page.
The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships.
Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service. | dokind | - | Sep 15, 2026 | |
KICK//LINE In-game content artaudio | Generative AI tools were used during development to create some artwork, music and sound effects, and to prepare store and promotional artwork based on gameplay captures. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | SHINGO IRIE | - | Sep 15, 2026 | |
FallChess: Wizard's Chess In-game content arttext | Artificial intelligence was used to create the game logo, assist with the game's translation into multiple languages, assist in writing and translating the game's description, and help estimate the system requirements. | Endy Pyau | - | 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 | |
Doug's Playground Dev only code | Usage of AI-assisted coding tools were used to help debug, and write some lengthy aspects of the game. But all creative work (art, animation, music, sound effects, and all writing and dialogue) is made by hand, without any generative AI whatsoever. | Mercury Media | - | Sep 15, 2026 | |
Helbreath Evolution In-game content art | Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players. | HB Evolution | 35 | Sep 15, 2026 | |
战国宏图 In-game content art | Generative AI tools were used during the development process to assist in creating pre-rendered visual assets, including character portraits and certain user interface (UI) icons. | 夜渔工作室 | - | Sep 15, 2026 | |
辦公室摸魚:老闆來了就跑 In-game content artcode | Art assets in this game - the fish, environments, UI icons, achievement icons
and store page artwork - were created with the help of generative AI tools.
Every asset was then hand-picked, edited, resized and colour-corrected before
being brought into the game, and all of it was checked against a fixed art
direction and a locked colour palette.
Some of the code was written with AI assistance. All of it was reviewed by the
developer and is covered by automated tests.
The game itself never generates anything while you play, and never connects to
an AI service. Everything you see ships with the build and is the same for
every player. | 鳴雷遊戲 LevinEcho Games | - | Sep 15, 2026 | |
One Pixel In-game content arttext | Some icons, UI elements and text were created with the help of AI tools during development, then reviewed and edited by hand. Nothing is generated while you play. | Andret2344 | - | Sep 15, 2026 | |
Desk Sushi Idle In-game content art | Some art assets and marketing images were created or assisted with generative AI during development, then curated and edited for the final game. The game does not generate AI content in real time during play. | Panel and Grid Studio | - | Sep 15, 2026 | |
Climb Up Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Sep 15, 2026 | |
Scraplands In-game content artaudiocode | AI used for code, graphics, audio. | Quad Pixel | - | Sep 15, 2026 |