Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
- Creator
- homemadevoxel
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 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 in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
AI is used to translate the store page.
- Assistance with music creation. - Localization into English, French, Spanish, and German.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
AI was used to tailor store page descriptions and grammar correct.
Generative AI was used to help write the Python code that generates the game's 3D models and synthesized sounds, and to assist with localization.
I enjoy code and music, yet I am terrible at art. Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow. AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production. The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play.
Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced)
Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game. No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
During the R&D process, we used AI to assist with scriptwriting, but the content was still reviewed and polished by humans.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
This game contains pre-generated AI content, all reviewed and edited by the developer: - Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs. - Audio: most sound effects and the three music beds were generated with ElevenLabs. - 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender. - 2D art: the still images in the narrated opening were made with an image model. The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
Generative AI was used to create some of the game's artwork and visual assets.
AI was used responsibly in the making of this game
Generative AI was used to create background music, paintings displayed throughout the motel, and selected 3D assets, including sequence props, keys, relics, and pedestals. AI assistance was also used to draft portions of the store page text.
Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay.
Generative AI tools were used to help create promotional artwork and store page images for VoxelCraft. AI is not used to generate in-game content, code, or gameplay at runtime.
Tirona's development used AI tools for much of its 2D artwork (character portraits, card and scene illustrations, quest illustrations), some 3D models, the music (ElevenLabs) and the character voice performers' reference voices. All of it was selected, edited and placed by the developer, and ships as fixed game content. While you play, a third-party large language model writes the narration and the dialogue of non-player characters in response to what you type or say. Character voices are synthesised locally on your PC from the generated text. You can optionally generate a portrait for your character from your creation choices. The AI never decides the rules: dice, hit points, gold, items, experience, spells and quest progress change only through the game's own systems. Romance is opt-in, and anything sexual fades to black.
The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video
Only alien images were generated using AI.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
Game logo and cover art made with ai tools. Game menu icons made ai tools
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
It has been used in the page visuals and logo.
It has been used in the page visuals and logo.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Some monster and equipment assets, as well as images used on the Steam store page, were AI-generated and subsequently refined and edited manually.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI tools assisted with in-game text translation.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LIFT In-game content arttext | Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand. | homemadevoxel | - | Oct 12, 2026 | |
Cake Digger In-game content art | Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used. | Iridium Studio | - | Oct 12, 2026 | |
Untold Cases - Lot 42 Store/marketing text | AI is used to translate the store page. | Alex Le Mesurier | - | Oct 12, 2026 | |
PrankzPlz! In-game content audiotext | - Assistance with music creation.
- Localization into English, French, Spanish, and German. | Long Journey Team | - | Oct 12, 2026 | |
Orbit Anglerz In-game content artaudiotext | Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay. | Big Velvet Games | - | Oct 12, 2026 | |
Burgerama Anomaly Store/marketing text | AI was used to tailor store page descriptions and grammar correct. | Mossy Games Studio | - | Oct 12, 2026 | |
OUTIS In-game content codetext | Generative AI was used to help write the Python code that generates the game's 3D models and synthesized sounds, and to assist with localization. | OUTIS | - | Oct 12, 2026 | |
Beast Hunt In-game content art | I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay. | Thundermagnet | - | Oct 12, 2026 | |
Tidy Up Her Toys In-game content artaudiocode | AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process. | Volkan Kutlubay | - | Oct 12, 2026 | |
VINDARI In-game content audio | The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace. | DH | - | Oct 12, 2026 | |
Gnome Dome Dev only codetext | Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay. | TheHiddenRedPanda | - | Oct 12, 2026 | |
Clanker Buster In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 12, 2026 | |
Dawn Archive In-game content arttextaudio | AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play. | yasanari | - | Oct 12, 2026 | |
Goblin Problem Store/marketing art | Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced) | Zzpasta Games | - | Oct 12, 2026 | |
False Feed In-game content textart | Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services. | Katarienumono, Inc. | - | Oct 12, 2026 | |
Auriga In-game content arttextcode | Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model. | NonAverageStudio | - | Oct 12, 2026 | |
Roswell: Redacted Dev only text | During the R&D process, we used AI to assist with scriptwriting, but the content was still reviewed and polished by humans. | 莓西工作室 | - | Oct 12, 2026 | |
Endless Survival World In-game content art | AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible. | Novus Astra | - | Oct 12, 2026 | |
False Signal In-game content audioart | This game contains pre-generated AI content, all reviewed and edited by the developer:
- Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs.
- Audio: most sound effects and the three music beds were generated with ElevenLabs.
- 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender.
- 2D art: the still images in the narrated opening were made with an image model.
The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures. | Veilward Studios | - | Oct 12, 2026 | |
Gravity Breakout: Alien Vein In-game content art | Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime. | Changsha Yujie Technology | - | Oct 12, 2026 | |
VoxWish In-game content audio | Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play. | VoxWish | - | Oct 12, 2026 | |
戦う情報システム部 In-game content arttextcode | The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running. | CandyRock | - | Oct 12, 2026 | |
DECIBLOW In-game content textaudio | DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level). | Feral Games Studio | - | Oct 12, 2026 | |
Fully Funded In-game content text | Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play. | PTL Studios | - | Oct 12, 2026 | |
Calling In-game content audio | Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game. | MatsuOkaGumi | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
King's : The Eight Tribes Store/marketing art | Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store. | King's : The Eight Tribes | - | Oct 12, 2026 | |
hunter x In-game content art | The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials. | Andi Agung Ismail | - | Oct 12, 2026 | |
穷鬼村物语 Store/marketing art | Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially. | brokie_bro_peilin | - | Oct 12, 2026 | |
Abandon All Hope In-game content text | Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted. | DeadLink | - | Oct 12, 2026 | |
Casino defense In-game content art | Generative AI was used to create some of the game's artwork and visual assets. | Devanda labs | - | Oct 12, 2026 | |
Elder Hills Unclear | AI was used responsibly in the making of this game | Darkfoo Games | - | Oct 12, 2026 | |
The Lament In-game content audioart | Generative AI was used to create background music, paintings displayed throughout the motel, and selected 3D assets, including sequence props, keys, relics, and pedestals. AI assistance was also used to draft portions of the store page text. | Gregory Montoya | - | Oct 11, 2026 | |
Knightoria Store/marketing art | Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay. | Veyransia Studios | - | Oct 11, 2026 | |
VoxelCraft Store/marketing art | Generative AI tools were used to help create promotional artwork and store page images for VoxelCraft. AI is not used to generate in-game content, code, or gameplay at runtime. | Pale Static Games | - | Oct 11, 2026 | |
Tirona Rebirth Live AI artaudiotext | Tirona's development used AI tools for much of its 2D artwork (character portraits, card and scene illustrations, quest illustrations), some 3D models, the music (ElevenLabs) and the character voice performers' reference voices. All of it was selected, edited and placed by the developer, and ships as fixed game content.
While you play, a third-party large language model writes the narration and the dialogue of non-player characters in response to what you type or say. Character voices are synthesised locally on your PC from the generated text. You can optionally generate a portrait for your character from your creation choices.
The AI never decides the rules: dice, hit points, gold, items, experience, spells and quest progress change only through the game's own systems. Romance is opt-in, and anything sexual fades to black. | Wireloop I.K.E. | - | Oct 11, 2026 | |
先成仙再说 Store/marketing art | The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video | Yuexin | - | Oct 11, 2026 | |
QSO7 In-game content art | Only alien images were generated using AI. | John Nash | - | Oct 11, 2026 | |
Exodus Survivors In-game content artaudiocode | Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process. | Joan Sabé Martínez | - | Oct 11, 2026 | |
Super Clown Save Santa In-game content art | Game logo and cover art made with ai tools.
Game menu icons made ai tools | Valkeala Software | - | Oct 10, 2026 | |
Number Bound In-game content art | Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page. | Aaron C | - | Oct 10, 2026 | |
Digging Up Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 10, 2026 | |
Nordrstein: Vikings Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 10, 2026 | |
SEAMARK Store/marketing arttext | Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay. | UREMORU | - | Oct 10, 2026 | |
Endless Loot art | Some monster and equipment assets, as well as images used on the Steam store page, were AI-generated and subsequently refined and edited manually. | TRUGOY | - | Oct 10, 2026 | |
MOO Live AI arttext | The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing. | SPRING FALL TECHNOLOGIES LTD | - | Oct 10, 2026 | |
HACHIKOMA: Underground Stadium No. 8 In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 10, 2026 | |
The Usual, Please In-game content text | AI tools assisted with in-game text translation. | Hadwa Games | - | Oct 10, 2026 | |
萤光之旅 In-game content art | Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay. | 萤光工作室 | - | Oct 10, 2026 | |
El Enigma del Colegio Cumbres In-game content artaudio | Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida. | David Orizaola | - | Oct 10, 2026 |