Some monsters in the game are drawn using AI.
- Creator
- BaMiao
- Reviews
- -
- Added
- Aug 14, 2026
Public Steam disclosure research 25,714 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 monsters in the game are drawn using AI.
Some BGs and the temporary world map use AI generated 2D content which is based on 3D asset packs. However, these assets are intended as temporary placeholders and in the polish process they are planned to be swapped with hand made ones.
Generative AI was used to assist with the localization of in-game text.
This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay.
Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game.
Artwork, Music, Voice Acting, Environment
Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation and sends no player input or data to an AI service.
In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team.
Some promotional visual assets used on the store page (marketing illustrations) were created with the help of generative artificial intelligence tools. The game content itself (gameplay, in-game graphics, levels, mechanics, and logic) is entirely created by humans, with no AI-generated content used in real time or in pre-rendered gameplay.
This game used AI tools to transform gameplay ideas and logic into functional code and to create promotional artwork. AI was used as a creative and technical aid during development, without affecting gameplay or the player experience.
Generative AI tools were used during development to assist in the creation of certain visual and audio assets. This includes some concept art, textures, UI elements, loading screens, promotional artwork, graphical assets, music, and sound effects. AI-assisted content may be edited, modified, retouched, mixed, or otherwise integrated by the development team before being included in the game or promotional materials. Generative AI is not used to dynamically generate content during gameplay.
Some character art was created with AI assistance
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
The observation tower model in SaboTour was initially created using an AI-based 3D generation tool, then manually repaired, retopologized and finished in Blender. No other AI-generated content is included, and the game does not generate any content using AI while it is running.
PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Some models and sound effects in this game were created using AI.
The background art and writing in this game were created with the assistance of AI, under careful human direction.
Some visual assets in this game and on this store page were made with the assistance of generative AI tools and then edited by hand — specifically, the game's logo and the decorative border of the certificate you are awarded at the end of a run. Everything else was authored by the developer: all other art, all interface text, all film titles, and all game data. Nothing is generated while you play. The game makes no network connection of any kind.
AI was used to generate art assets.
This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
Some images and audio were generated using AI technology.
Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime.
CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
I used Ai to help convert in-game artwork assets into the icons for steam and desktop icons. All artwork was done in aesprite, based off of drawings done by my young brother. I also used Ai to upscale assets for the steam page banners.
Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer.
Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
2D art and some in-game text were made with generative AI tools and hand-edited.
AI generation used for trial names that are shown at the start of trials and for player/NPC avatars.
Some aspects of code, art, and sound effects were generated with the use of LLMs.
This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service.
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. These assets were reviewed and integrated by the developer as part of the game's overall art direction.
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.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
AI tools were used for the translations, and the store page artwork. All screenshots show real gameplay.
Some of the game's 2D illustration assets and sound reference material were created with the help of AI tools during development, then reviewed, edited and validated by hand before shipping. No content is generated at runtime.
Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction. No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime. Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design.
Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay.
Some of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love).
Some sound effects and decorative artwork in this game were created using generative AI tools. The game's design, mechanics, level structure, and written content were created by the developer. AI-generated content is limited to supporting assets only.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer.
Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay.
The game uses AI Generated Art, Assets and Music
This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Endless Dark Loot In-game content art | Some monsters in the game are drawn using AI. | BaMiao | - | Aug 14, 2026 | |
Mission Catastrophic! In-game content art | Some BGs and the temporary world map use AI generated 2D content which is based on 3D asset packs. However, these assets are intended as temporary placeholders and in the polish process they are planned to be swapped with hand made ones. | Nekologic | - | Aug 14, 2026 | |
Blastlane Racers In-game content text | Generative AI was used to assist with the localization of in-game text. | High Mountain Games | - | Aug 14, 2026 | |
Don't Get Fired!! ~Hospital Reception Simulator~ In-game content textart | This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay. | SaiKa工房 | - | Aug 14, 2026 | |
Idle Hippodrome In-game content audio | Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game. | Ahmet Alper Akın | - | Aug 14, 2026 | |
I, Spy In-game content artaudiotext | Artwork, Music, Voice Acting, Environment | Oni Games | - | Aug 14, 2026 | |
OshiYa In-game content arttext | Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation
and sends no player input or data to an AI service. | Volker Schukai | - | Aug 14, 2026 | |
CPM 2 In-game content artaudiotext | In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team. | OGames | - | Aug 14, 2026 | |
Armada Fighters In-game content art | Some promotional visual assets used on the store page (marketing illustrations) were created with the help of generative artificial intelligence tools.
The game content itself (gameplay, in-game graphics, levels, mechanics, and logic) is entirely created by humans, with no AI-generated content used in real time or in pre-rendered gameplay. | BenribsLab | - | Aug 14, 2026 | |
The game where you click on a cube In-game content codeart | This game used AI tools to transform gameplay ideas and logic into functional code and to create promotional artwork. AI was used as a creative and technical aid during development, without affecting gameplay or the player experience. | JOZGamer | - | Aug 14, 2026 | |
Velmora Online In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain visual and audio assets. This includes some concept art, textures, UI elements, loading screens, promotional artwork, graphical assets, music, and sound effects.
AI-assisted content may be edited, modified, retouched, mixed, or otherwise integrated by the development team before being included in the game or promotional materials.
Generative AI is not used to dynamically generate content during gameplay. | Beledrian | - | Aug 14, 2026 | |
挂机猫猫传 In-game content art | Some character art was created with AI assistance | 狮子 | 63 | Aug 13, 2026 | |
BitBeasts In-game content audio | AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content. | Fellor | - | Aug 13, 2026 | |
土匪 In-game content textartaudio | Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets. | 木桶游戏 | - | Aug 13, 2026 | |
DaiDee 大弟 In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 13, 2026 | |
SaboTour In-game content art | The observation tower model in SaboTour was initially created using an
AI-based 3D generation tool, then manually repaired, retopologized and
finished in Blender. No other AI-generated content is included, and the
game does not generate any content using AI while it is running. | Adaa | - | Aug 13, 2026 | |
Per My Last Email In-game content audiotextart | PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people. | 3Cats Studio | - | Aug 13, 2026 | |
Metabolis In-game content codeaudioart | Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services. | QUENCH FORGE | - | Aug 13, 2026 | |
SAMAKKHI In-game content artaudio | Some models and sound effects in this game were created using AI. | jepmem | - | Aug 13, 2026 | |
LoFi Long Distance In-game content arttext | The background art and writing in this game were created with the assistance of AI, under careful human direction. | Robots Have Feelings | - | Aug 13, 2026 | |
NOW SHOWING: A Cinema Programming Game In-game content art | Some visual assets in this game and on this store page were made with the assistance of generative AI tools and then edited by hand — specifically, the game's logo and the decorative border of the certificate you are awarded at the end of a run. Everything else was authored by the developer: all other art, all interface text, all film titles, and all game data. Nothing is generated while you play. The game makes no network connection of any kind. | Astraea Games | - | Aug 13, 2026 | |
Skysunder In-game content art | AI was used to generate art assets. | Lilly Games | - | Aug 13, 2026 | |
CQ: Calling Any Station In-game content text | This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated. | Arkkis | - | Aug 13, 2026 | |
LILITH In-game content artcode | I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s. | Mustafa Tugay Sert | - | Aug 13, 2026 | |
竹知了 In-game content artaudio | Some images and audio were generated using AI technology. | 竹知了 | - | Aug 13, 2026 | |
SoulForged: Ashborn In-game content artaudiotext | Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime. | Rockinforged | - | Aug 13, 2026 | |
CRETA: Taskbar Fishing In-game content artaudio | CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer. | PrensCin | - | Aug 13, 2026 | |
Guild of the Tower In-game content arttext | This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay. | One Wish Studio | - | Aug 13, 2026 | |
Bottom Dollar In-game content art | I used Ai to help convert in-game artwork assets into the icons for steam and desktop icons. All artwork was done in aesprite, based off of drawings done by my young brother.
I also used Ai to upscale assets for the steam page banners. | Devin P. | - | Aug 13, 2026 | |
INvent In-game content art | Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer. | Xuanyu Lu | - | Aug 13, 2026 | |
Trade or Threat In-game content audioart | Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay. | Gaodelty Interactive | - | Aug 13, 2026 | |
Krukmore In-game content artcode | Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer. | David Gamble | - | Aug 13, 2026 | |
Quartermark In-game content arttext | 2D art and some in-game text were made with generative AI tools and hand-edited. | ACA Games | - | Aug 13, 2026 | |
Super Frog Ninja In-game content textart | AI generation used for trial names that are shown at the start of trials and for player/NPC avatars. | David Harrington | - | Aug 13, 2026 | |
Spike Force In-game content artaudiocode | Some aspects of code, art, and sound effects were generated with the use of LLMs. | Deep Six Game Studios | - | Aug 13, 2026 | |
Watt the Bounce! — A Momentum Power Lab In-game content arttext | This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service. | driftalltime | - | Aug 13, 2026 | |
SpaceShooter In-game content art | Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. These assets were reviewed and integrated by the developer as part of the game's overall art direction. | kbatzis | - | Aug 13, 2026 | |
Mahjong Solitaire In-game content 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 | - | Aug 13, 2026 | |
Cartoon Crime In-game content arttext | Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay. | BuBa Games | - | Aug 13, 2026 | |
SLAPGAINS In-game content textart | AI tools were used for the translations, and the store page artwork. All screenshots show real gameplay. | OverLKD Studio | - | Aug 13, 2026 | |
Mimic Party In-game content artaudio | Some of the game's 2D illustration assets and sound reference material were
created with the help of AI tools during development, then reviewed,
edited and validated by hand before shipping.
No content is generated at runtime. | FoliesAPP | - | Aug 13, 2026 | |
Mithril In-game content artaudio | Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction.
No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime.
Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design. | Agentic Games | - | Aug 13, 2026 | |
Sanitecty In-game content codetext | Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay. | Magonol-a | - | Aug 13, 2026 | |
Guns & Gargoyles In-game content art | Some of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love). | Team Ruphi | - | Aug 13, 2026 | |
One Of You In-game content artaudio | Some sound effects and decorative artwork in this game were created using generative AI tools. The game's design, mechanics, level structure, and written content were created by the developer. AI-generated content is limited to supporting assets only. | NarkiArchitect | - | Aug 13, 2026 | |
Neon Cadence In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 13, 2026 | |
Evoruption In-game content art | Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer. | Arctic Moose Games | - | Aug 13, 2026 | |
Deep Digger In-game content arttext | Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay. | Julian Ponce Cabrera | - | Aug 13, 2026 | |
BRICK In-game content artaudio | The game uses AI Generated Art, Assets and Music | UndaWirrld Arcade | - | Aug 13, 2026 | |
Crowns of Medieval Europe In-game content art | This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted. | plausegame7 | - | Aug 13, 2026 |