It has been used in the page visuals and logo.
- Creator
- cnsgames
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 24,658 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.
It has been used in the page visuals and logo.
Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay.
Steam store page logo and cover art made with ai tools
Asset, UI Creating. etc.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use. Generative AI was also used during development to assist with programming and debugging. No generative AI is used to generate content during gameplay.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Some icons and 3D model textures were created using AI.
Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay.
Generation of marketing materials and concept art was supported by generative AI.
The in-game text was localised with the help of generative AI.
Some of the store page description was drafted with generative AI writing assistance and then reviewed and edited by the developer. This game does not use generative AI to create content during gameplay.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used. Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing. 3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work. Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists. Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above. What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play.
Background and Logo Created AI.
Generative AI was used to create some images, music, sound effects, and prerecorded synthetic chant voices. The game also uses on-device AI speech recognition to transcribe player recordings.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。
Assisted with all aspects of development
The direction of this game has been altered by artificial intelligence
After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server.
Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay.
Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory.
we have use ai to develop this game
AI-generated content is used on the store page.
Generative AI tools were used during development to assist with creative work and the production of Steam store page assets.
This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
backgrounds and logo created by AI.
some videos and images are produced by ai
Part of the logic code and narrative descriptions have been refined with the help of generative AI.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
This game may contain generative artificial intelligence.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks.
The relevant images have been stylized and optimized using AI.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency. AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements. The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation. With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together.
TTS/AI voice lines, along with some images and models.
I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible.
Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game.
Generative AI tools assisted in creating some of Purrtaliation’s character artwork, textures, promotional images, story, dialogue, and original music, as well as portions of its code and procedural 3D models and animations. This content was created during development. The game does not use generative AI to create new content during gameplay or send player input to generative AI services.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chained Pirates Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 7, 2026 | |
Tippidy Top Store/marketing artcode | Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay. | Lee Recioy | - | Oct 7, 2026 | |
Worm In Winter Store/marketing art | Steam store page logo and cover art made with ai tools | Valkeala Software | - | Oct 7, 2026 | |
Delivery Simulator Unclear art | Asset, UI Creating. etc. | Kim Han Byeol | - | Oct 6, 2026 | |
Slide or Fry In-game content artaudiotext | AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services. | Ring Forge | - | Oct 6, 2026 | |
特災 怪獣対策局 Store/marketing artcode | Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay. | Japanese Bobtail Games | - | Oct 6, 2026 | |
Curb Hoppers Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Curb Hoppers Studio | - | Oct 4, 2026 | |
LAKESIDE HEAVEN In-game content art | Some icons and 3D model textures were created using AI. | team GAngnier | - | Oct 4, 2026 | |
M.A.S.K. Store/marketing art | Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay. | FUNFORCAN GAMES | - | Oct 4, 2026 | |
Rune Runners Store/marketing art | Generation of marketing materials and concept art was supported by generative AI. | Pierogi Games | - | Oct 3, 2026 | |
Dr. Tod's Very Good Clinic In-game content text | The in-game text was localised with the help of generative AI. | Natto Chicken | - | Oct 3, 2026 | |
電脳スイーパー Store/marketing text | Some of the store page description was drafted with generative AI writing assistance and then reviewed and edited by the developer. This game does not use generative AI to create content during gameplay. | AquaRegia31.App | - | Oct 3, 2026 | |
Wedding Runner In-game content arttextcode | This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play. | Protoward LLC. | - | Oct 3, 2026 | |
Misty and the Last Breeze In-game content artaudiocodetext | Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used.
Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing.
3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work.
Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists.
Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above.
What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play. | Ilia Reingold | - | Oct 1, 2026 | |
STOP THE VAN! Store/marketing art | Background and Logo Created AI. | NOXP | - | Oct 1, 2026 | |
VOICE METEOR In-game content artaudio | Generative AI was used to create some images, music, sound effects, and prerecorded synthetic chant voices. The game also uses on-device AI speech recognition to transcribe player recordings. | Soichiro Hayashide | - | Oct 1, 2026 | |
THE NUGGET In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Oct 1, 2026 | |
仙帝神兵 In-game content art | 本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。 | 仙帝神兵工作室 | - | Oct 1, 2026 | |
War Of The Worlds Trilogy Unclear | Assisted with all aspects of development | Invirtu Labs | - | Oct 1, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Present Good: A Public Speaking Simulator Live AI text | After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server. | Playwithspect | - | Sep 30, 2026 | |
俺の最高の夏! In-game content arttext | Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay. | Akaji Games | - | Sep 30, 2026 | |
MemTown In-game content art | Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory. | Mememememem | - | Sep 30, 2026 | |
GroundHog Simulator Unclear | we have use ai to develop this game | groundhogheist | - | Sep 30, 2026 | |
Sudoku Kingdom Store/marketing | AI-generated content is used on the store page. | FWGames | - | Sep 30, 2026 | |
畸界:雾城 Store/marketing arttext | Generative AI tools were used during development to assist with creative work and the production of Steam store page assets. | 鹏砚 | - | Sep 30, 2026 | |
Happy Chain Friends In-game content artaudiotext | This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages. | TheGameIsDifficult Studio | - | Sep 30, 2026 | |
City Contractor Dev only art | Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team. | Desoline transportation and tourism ltd | - | Sep 28, 2026 | |
Chair Chase In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Sep 28, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
War Of The Twelve Store/marketing art | some videos and images are produced by ai | Lumivane Studio | - | Sep 27, 2026 | |
PYTHON:KINGDOM WARS Dev only codetext | Part of the logic code and narrative descriptions have been refined with the help of generative AI. | NULL. | - | Sep 26, 2026 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_studio | - | Sep 25, 2026 | |
Endless Droppers general | This game may contain generative artificial intelligence. | Bret | - | Sep 25, 2026 | |
Frogging Up: Frog Climb Rage Game In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
A-Train 9 PRIME LINE In-game content artaudio | Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks. | ARTDINK | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Tank Odyssey In-game content artaudio | This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience. | px172 | - | Sep 24, 2026 | |
Stick Mania In-game content art | A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo. | PictureFrameGames | - | Sep 24, 2026 | |
Final Targets In-game content artcode | AI was used to make three pieces of artwork and specific movement code. Everything else was manually developed and put together. | AtticusDev | - | Sep 24, 2026 | |
MEMEDASH In-game content audioart | TTS/AI voice lines, along with some images and models. | NoEscape Studios | - | Sep 24, 2026 | |
COCORUSH In-game content artaudiocode | I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible. | Wilson.Pairs | - | Sep 24, 2026 | |
Mythbound In-game content art | Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game. | Skaldforge | - | Sep 24, 2026 | |
Purrtaliation In-game content arttextaudiocode | Generative AI tools assisted in creating some of Purrtaliation’s character artwork, textures, promotional images, story, dialogue, and original music, as well as portions of its code and procedural 3D models and animations. This content was created during development. The game does not use generative AI to create new content during gameplay or send player input to generative AI services. | MrAgent | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
Prison Break: Thirty Walls Store/marketing art | Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime. | Zitherian Studios | - | Sep 22, 2026 |