Some AI is used in materials
- Creator
- ATG
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,710 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.
Some AI is used in materials
Inside Wave understands the concerns surrounding generative AI. Since the Inside Wave is currently a solo developer, AI is applied in areas that are impossible or extremely difficult to implement effectively without additional resources and specialists.
game logo and game menu image made with ai tools
Some background art assets and icons were generated with AI.
Some background music tracks were generated using Suno AI and curated by the developer for use in the game.
AI is used to generate some 2D assets for the game and the store page.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
[Localization]AI tools were used for text translation and localization.
Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English. In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation.
美术立绘,音乐,语音使用了AI生成技术
We have used generative AI to create reference images of Promo materials, which were later redrawn by an artist, and for creating item frames. We are also utilizing several assets that contain UI images that were created using AI and edited by hand afterwards.
UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation. All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI. Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer.
Game logo and menu and options logos made with ai tools
AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists.
code and text generation and pre-generated content
I used AI to generate the game icon and images for the Steam store
The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time.
AI was used for small image creation for signage in the game.
In the development of PolyGuild Adventurers, generative AI was utilized to assist with the following: In-Game Dialogue: Large Language Models (LLMs) were used to help draft and refine NPC dialogue text and quest descriptions to provide a more immersive and varied experience for players. Store Page Content: AI tools helped in the drafting and formatting of the Steam store page descriptions and marketing copy. Please note that all AI-generated text has been human-reviewed and edited for quality and consistency. No AI was used to generate character models, textures, animations, or sound effects.
AI was used to generate the avatar.
Generative AI was used as a supportive tool for the localization (translation) of in-game texts.
AI is used to upscale or clean some in-game textures.
Generative AI was used in small amounts to assist our tiny team.
The human character in the capsule image was generated with AI.
Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version.
Pre-generated content: - Translations: Generative AI was used for translation into English, with subsequent human review and editing to ensure quality and consistency. - Art, sound, and design: Generative AI was used in the prototyping phase to create reference sketches. Although the final assets, textures, and effects were created by humans, some elements derived from these prototypes may remain. Some sounds have been edited but retain the AI-generated base. Live-generated content: - None. Airana's dialogues were written entirely by humans, using AI solely as a creative reference to define her personality and tone, without generating text in real time.
AI- generated images
Some visual assets and parts of the code for this game were created with the help of AI tools during development. No generative AI is used during gameplay, and players do not interact with AI systems directly.
Generative AI was used for the localization and translation of some languages in this game.
The title image was created with AI. The music was created with AI. AI-generated Steam library images. AI-translated language localization.
AI was used for the swapped artwork (paintings/statues), for the creation of the character models, for music and for text translations.
Some visual art assets displayed within the in-game gallery were created using generative AI tools. These images were manually curated, edited, and selected by the developer to fit the game's psychological themes and narrative structure. No live generation occurs during gameplay.
Machine translation is used to bring localized content to more players. A few images were created with the help of AI.
This game features AI-generated content, including AI-developed materials such as imagery and audio.
AI was used to create the Steam page capsule art and some sound effects (including music)
I used AI to help with the game's translations
Sound effects, some 3D models and some textures are AI generated.
Portions of the 3D textures and object assets in this game were created with the assistance of generative AI. All AI-assisted content has been reviewed and curated by our team before being implemented into the game.
Generative A.I. that was used in the game: Coding for the Select Arrow, that replaces the default RPG Maker selection highlight, moving left and right (the actual arrow is not A.I. generated) Coding for the Select Arrow changing depending where in the game you are (the arrows themselves are not A.I. generated) Coding for the Enemy Health Numbers appearing Coding for checking if both the player and enemy are at 1 HP (not the actual heartbeat event itself)
Some images were created using A.I. - My only fear is that I might have created sentient in the process. Pray for me CyberSoul.
Was used as a supportive tool during the development of this game in the following ways: Technical Development: AI assisted in debugging gameplay logic, optimizing Steam API integration, and refactoring controller code to ensure a smoother, modular experience. Language & Planning: AI was used to refine in-game text for better clarity and to help structure the implementation of game mechanics. Visual Assets: Certain environment textures and icons were refined and polished using AI tools to improve consistency and/or detail. NOTE: All AI-generated elements were manually reviewed and integrated by the developer to maintain the game's vision and direction.
Some graphical assets were AI-generated.
Image générée par IA et modifiée via un logiciel de retouche photo
This game uses generative AI to assist in creating some 3D models and 2D assets included in the game.
Used in the store page description.
Ai used to generate some game textures and art. Will be replaced before full release.
A small portion of models and images are AI-generated.
Some text and images in this work were created using AI.
This game uses pre-generated AI art assets for its store page and in-game visuals. All AI-generated content has been reviewed and edited by human artists to ensure quality and compliance.
AI-translated
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SpaceR Store/marketing | Some AI is used in materials | ATG | - | Mar 18, 2026 | |
RE:MEMBER Unclear | Inside Wave understands the concerns surrounding generative AI. Since the Inside Wave is currently a solo developer, AI is applied in areas that are impossible or extremely difficult to implement effectively without additional resources and specialists. | InsideWave | - | Mar 18, 2026 | |
Nash Racing Pursuit 2 In-game content art | game logo and game menu image made with ai tools | Tero Lunkka | 10 | Mar 18, 2026 | |
Sam's Die-abalical Minesweeper In-game content art | Some background art assets and icons were generated with AI. | Ya Betcha Games | - | Mar 18, 2026 | |
Nestify: Cozy Design In-game content audio | Some background music tracks were generated using Suno AI and curated by the developer for use in the game. | Kinetic Vision Studio | - | Mar 18, 2026 | |
Rivet & Ruin In-game content art | AI is used to generate some 2D assets for the game and the store page. | Gargantua Interactive | - | Mar 18, 2026 | |
Duck Collector Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | Pocket Collector | - | Mar 18, 2026 | |
Derby Life: Ranch & Race In-game content text | [Localization]AI tools were used for text translation and localization. | Nexelon | - | Mar 18, 2026 | |
The Hunter Files: Case One In-game content textartaudio | Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English.
In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation. | DocMosh e.U. | - | Mar 18, 2026 | |
荒古遗迹 In-game content artaudiotext | 美术立绘,音乐,语音使用了AI生成技术 | HaoJunDeveloper | - | Mar 18, 2026 | |
Box Grinder In-game content art | We have used generative AI to create reference images of Promo materials, which were later redrawn by an artist, and for creating item frames. We are also utilizing several assets that contain UI images that were created using AI and edited by hand afterwards. | TwoWizards | - | Mar 18, 2026 | |
UmbraNet In-game content art | UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation.
All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI.
Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer. | Eragos Games | - | Mar 18, 2026 | |
Lawnmower Game Battle 2: Reload Store/marketing art | Game logo and menu and options logos made with ai tools | Tero Lunkka | 10 | Mar 18, 2026 | |
SPARTA 2035 – The Last Diamond In-game content art | AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists. | Lipsar Studio | - | Mar 18, 2026 | |
PapyPanic In-game content codetext | code and text generation and pre-generated content | PapyPanic | - | Mar 18, 2026 | |
ZeGunner In-game content art | I used AI to generate the game icon and images for the Steam store | Jose Santos | - | Mar 18, 2026 | |
Uranium Wars: Apocalypse! In-game content audio | The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time. | Giga Raptor | - | Mar 18, 2026 | |
Misery Loves Company In-game content art | AI was used for small image creation for signage in the game. | Dormin Games LLC | - | Mar 18, 2026 | |
PolyGuildAdventurers In-game content text | In the development of PolyGuild Adventurers, generative AI was utilized to assist with the following:
In-Game Dialogue: Large Language Models (LLMs) were used to help draft and refine NPC dialogue text and quest descriptions to provide a more immersive and varied experience for players.
Store Page Content: AI tools helped in the drafting and formatting of the Steam store page descriptions and marketing copy.
Please note that all AI-generated text has been human-reviewed and edited for quality and consistency. No AI was used to generate character models, textures, animations, or sound effects. | EloiR | - | Mar 18, 2026 | |
Tai Chi Game In-game content art | AI was used to generate the avatar. | Kevin Wacknov | - | Mar 18, 2026 | |
OKEYABILITY: Board Game In-game content text | Generative AI was used as a supportive tool for the localization (translation) of in-game texts. | Gnsr | - | Mar 18, 2026 | |
Trial Zones In-game content art | AI is used to upscale or clean some in-game textures. | A-Grand HT | - | Mar 18, 2026 | |
No. 9, The Marlowes Unclear | Generative AI was used in small amounts to assist our tiny team. | Four Wins Studio | - | Mar 18, 2026 | |
Aerosurfer Store/marketing art | The human character in the capsule image was generated with AI. | Breach | - | Mar 18, 2026 | |
Babelum In-game content audio | Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version. | Retro Tales | - | Mar 18, 2026 | |
Books of Horror In-game content textartaudio | Pre-generated content:
- Translations: Generative AI was used for translation into English, with subsequent human review and editing to ensure quality and consistency.
- Art, sound, and design: Generative AI was used in the prototyping phase to create reference sketches. Although the final assets, textures, and effects were created by humans, some elements derived from these prototypes may remain. Some sounds have been edited but retain the AI-generated base.
Live-generated content:
- None. Airana's dialogues were written entirely by humans, using AI solely as a creative reference to define her personality and tone, without generating text in real time. | Kuro Kósmico | - | Mar 18, 2026 | |
Jesus Simulator Unclear art | AI- generated images | VRCFORGE STUDIOS | 23 | Mar 18, 2026 | |
Console Cafe Simulator Dev only artcode | Some visual assets and parts of the code for this game were created with the help of AI tools during development. No generative AI is used during gameplay, and players do not interact with AI systems directly. | Mutlu Games | - | Mar 18, 2026 | |
IROONI - Color Tag - In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Mar 18, 2026 | |
DeadSlayers In-game content artaudiotext | The title image was created with AI.
The music was created with AI.
AI-generated Steam library images.
AI-translated language localization. | JINI SOFT | - | Mar 18, 2026 | |
AI Slop: The Race to AGI In-game content artaudiotext | AI was used for the swapped artwork (paintings/statues), for the creation of the character models, for music and for text translations. | CezanneSoft | - | Mar 18, 2026 | |
Galleries In-game content art | Some visual art assets displayed within the in-game gallery were created using generative AI tools. These images were manually curated, edited, and selected by the developer to fit the game's psychological themes and narrative structure. No live generation occurs during gameplay. | Black Gate Studios | - | Mar 18, 2026 | |
The Company In-game content textart | Machine translation is used to bring localized content to more players. A few images were created with the help of AI. | Crawler Games | - | Mar 18, 2026 | |
University 33 In-game content artaudio | This game features AI-generated content, including AI-developed materials such as imagery and audio. | Fridel Fox | 17 | Mar 18, 2026 | |
Turnveil In-game content artaudio | AI was used to create the Steam page capsule art and some sound effects (including music) | CBT Games | - | Mar 18, 2026 | |
Wendigo Land : Survive The Legend In-game content text | I used AI to help with the game's translations | Apinat Studios | - | Mar 18, 2026 | |
Void Sanction In-game content audioart | Sound effects, some 3D models and some textures are AI generated. | Buzzdead | - | Mar 18, 2026 | |
烧烤列车 In-game content art | Portions of the 3D textures and object assets in this game were created with the assistance of generative AI. All AI-assisted content has been reviewed and curated by our team before being implemented into the game. | Youxin | - | Mar 18, 2026 | |
Misfit: The ReBirth of Death Dev only code | Generative A.I. that was used in the game:
Coding for the Select Arrow, that replaces the default RPG Maker selection highlight, moving left and right (the actual arrow is not A.I. generated)
Coding for the Select Arrow changing depending where in the game you are (the arrows themselves are not A.I. generated)
Coding for the Enemy Health Numbers appearing
Coding for checking if both the player and enemy are at 1 HP (not the actual heartbeat event itself) | Hydyhude | - | Mar 18, 2026 | |
Project CyberSky Store/marketing art | Some images were created using A.I. - My only fear is that I might have created sentient in the process. Pray for me CyberSoul. | Xcogames LLC | - | Mar 18, 2026 | |
Specter Hideout In-game content textart | Was used as a supportive tool during the development of this game in the following ways:
Technical Development: AI assisted in debugging gameplay logic, optimizing Steam API integration, and refactoring controller code to ensure a smoother, modular experience.
Language & Planning: AI was used to refine in-game text for better clarity and to help structure the implementation of game mechanics.
Visual Assets: Certain environment textures and icons were refined and polished using AI tools to improve consistency and/or detail.
NOTE: All AI-generated elements were manually reviewed and integrated by the developer to maintain the game's vision and direction. | G64 | - | Mar 18, 2026 | |
BioTech Labs In-game content art | Some graphical assets were AI-generated. | Tomato Entertainment | - | Mar 18, 2026 | |
In Silent Walls : Origins Store/marketing art | Image générée par IA et modifiée via un logiciel de retouche photo | Hollow Signal Games | - | Mar 18, 2026 | |
Elyndorh In-game content art | This game uses generative AI to assist in creating some 3D models and 2D assets included in the game. | Filip Gichev | - | Mar 18, 2026 | |
Don't Dessert Me! Store/marketing text | Used in the store page description. | ILMGames | - | Mar 18, 2026 | |
Apococlicks In-game content art | Ai used to generate some game textures and art. Will be replaced before full release. | The Malcavian | - | Mar 18, 2026 | |
TheTwelfthDeceivers In-game content art | A small portion of models and images are AI-generated. | Chen An | - | Mar 18, 2026 | |
ア異-Love Unclear textart | Some text and images in this work were created using AI. | SanNanGames | - | Mar 18, 2026 | |
jxxz In-game content art | This game uses pre-generated AI art assets for its store page and in-game visuals. All AI-generated content has been reviewed and edited by human artists to ensure quality and compliance. | LIHAONAN | - | Mar 18, 2026 | |
Gunshot Survivors VR In-game content text | AI-translated | HachiKuGames | - | Mar 18, 2026 |