Some sound effects and images were created with the help of AI tools.
- Creator
- Taverna Games
- 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.
Some sound effects and images were created with the help of AI tools.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
Generative AI was used for in-game graphics.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
AI is used to generate localization of store page descriptions.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets. I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
graphics and text
[Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process.
The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author.
"Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible."
The game logo, used in store art and the trailer, was created with AI image generation tools.
AI was used to assist with text and UI art/design during development.
AI-generated images are used for some of the designs in this game.
Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services.
Generative AI was used only for the Steam Capsule art.
Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it. The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game. No generative AI creates content while you play.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。 対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。 ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。 対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works. During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge.
It is used only for the production of promotional materials and is not used within the game itself.
Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer. Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay.
※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans.
Generative AI was used to create assets such as items and structures.
As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life.
AI was used to generate code and textures for this game.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play)
Capsule art.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay.
AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
Icons, Sounds
Guild of Souls features artwork developed with generative AI.
Audio and music are AI generated.
Guild Master features artwork developed with generative AI.
Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version.
Some of the game's graphics were generated using AI tools and then manually retouched to match our artistic vision.
AI was used in translation for localization.
Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay.
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。
This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cryptward Online In-game content artaudio | Some sound effects and images were created with the help of AI tools. | Taverna Games | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
Realm Live AI artaudio | Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision. | Realm | - | Oct 7, 2026 | |
Arche PG In-game content artaudio | Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play. | Battle Of Plans | - | Oct 7, 2026 | |
Deckbound In-game content arttext | Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time. | Yuri Murray-Alves | - | Oct 7, 2026 | |
Punk Dog Wars MOBA 2D In-game content artaudiotext | Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play. | Westie Game Studios | - | Oct 7, 2026 | |
Circulopolis: The Commissioner of Transition In-game content art | Generative AI was used for in-game graphics. | Feyza Sevilmiş | - | Oct 7, 2026 | |
Puzzle Peace: Cozy Jigsaw Puzzles In-game content artaudio | Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay. | The Game Shelf | - | Oct 7, 2026 | |
DPS: Desktop Pension Squad In-game content artaudiotext | Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team. | detailgames | - | Oct 7, 2026 | |
Wood Imperium In-game content arttext | Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | Braincoders | - | Oct 7, 2026 | |
The Harbour Between Us In-game content text | AI is used to generate localization of store page descriptions. | weirdcatstudios | - | Oct 6, 2026 | |
FlyFuture Live AI codetext | I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it. | FuzeXO | - | Oct 6, 2026 | |
Corrupted Skies Unclear arttext | graphics and text | Zbili Studio | - | Oct 6, 2026 | |
deep rabbit hole Dev only code | [Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process. | Slow step | - | Oct 6, 2026 | |
청월시 괴이사진록 (Cheongwol: Paranormal Archives) In-game content artaudiotext | The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author. | Litma Games | - | Oct 6, 2026 | |
TTRPG In-game content art | "Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible." | PUGO | - | Oct 6, 2026 | |
Patchy Store/marketing art | The game logo, used in store art and the trailer, was created with AI image generation tools. | Root Cellar Games | - | Oct 6, 2026 | |
Ballosseum Dev only textart | AI was used to assist with text and UI art/design during development. | Ballosseum | - | Oct 6, 2026 | |
ドタバタVRランド In-game content art | AI-generated images are used for some of the designs in this game. | Yoshida Gakuen | - | Oct 5, 2026 | |
RattyJunkIdle In-game content art | Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services. | Jujiu Studio | - | Oct 5, 2026 | |
Break Store/marketing art | Generative AI was used only for the Steam Capsule art. | Tuesday Game Studios | - | Oct 5, 2026 | |
Clearly Cribbage In-game content artaudiocode | Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it.
The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game.
No generative AI creates content while you play. | Koedy Burkel | - | Oct 4, 2026 | |
Restore the Luminous In-game content artaudiotext | 開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。 | EpicQuest LLC | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
搶孤 In-game content artaudio | Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release. | LILIWEI | - | Oct 4, 2026 | |
Valenya Online Live AI arttext | Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works.
During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge. | Aurélien Souville | - | Oct 4, 2026 | |
斗罗大陆之斗神传奇 Store/marketing arttext | It is used only for the production of promotional materials and is not used within the game itself. | 斗罗大陆 | - | Oct 4, 2026 | |
Biblioclash Dev only textcode | Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer.
Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay. | Juho Peuraniemi | - | Oct 4, 2026 | |
Abyssal Moonlight-Chapter1 In-game content textcode | ※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans. | Garurai | - | Oct 4, 2026 | |
Wolf Island In-game content art | Generative AI was used to create assets such as items and structures. | 30.2% | - | Oct 4, 2026 | |
Nexaris In-game content artaudio | As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life. | Philipp Schneider | - | Oct 4, 2026 | |
Skies End In-game content artcode | AI was used to generate code and textures for this game. | Startek | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
Final Tactics Dev only code | i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play) | Final Tactics Creator | - | Oct 3, 2026 | |
The Vector Store/marketing art | Capsule art. | Conifer Studios | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Siegehand In-game content art | As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay. | Kessel Studio Games | - | Oct 3, 2026 | |
Zombie Royale In-game content artaudio | AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video. | Perihelion-Software | - | Oct 3, 2026 | |
Degen Idle Dev only | Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge. | Ithoro LLC | - | Oct 2, 2026 | |
PINDEMONIUM artaudio | Icons, Sounds | Drypoint | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Veilborn In-game content audio | Audio and music are AI generated. | Xootic | - | Oct 1, 2026 | |
Guild Master In-game content art | Guild Master features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
MERVARYN 2900 Dev only | Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version. | Thorsten Koerner | - | Oct 1, 2026 | |
Campagnol In-game content art | Some of the game's graphics were generated using AI tools and then manually retouched to match our artistic vision. | Adopt Game | - | Oct 1, 2026 | |
Roomy In-game content text | AI was used in translation for localization. | Hamelot Games | - | Oct 1, 2026 | |
Wizards of Elnia In-game content art | Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay. | Black Fox Games | - | 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 | |
Coin Survivor In-game content art | This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game. | Coin laundry(코인 세탁소) | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 |