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.
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.
Generative AI was used to assist with game localization and translation.
AI tools were used for some background audio and aiding with scripts.
Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
This game uses generative AI tools during development to assist with the following content: text translation, sound effects, and background artwork assets
background and Logo with created AI.
We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling.
Generative AI tools were used in the creation of selected pre-generated visual and audio assets, as well as some promotional materials. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game. Heir of Death does not use live-generated AI during gameplay.
Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay.
Some small game assets were modeled using ai.
Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay.
Generative AI was used to assist with creating selected promotional artwork and drafting or editing some written marketing content for the Steam store page. No generative AI is used during gameplay.
This game uses AI to generate some models, textures, and even some mechanics.
AI is used to create some of the images on the game's store page and in the library.
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
Generative AI was used only for initial art concepts. Post-processing, stylization, animation, and music were created independently by the developer.
This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game.
1% AI, 99% made by me
Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create pre-generated visual assets, including 2D background artwork, environment graphics, character sprites, and promotional store imagery. All AI-generated content was created prior to release, and no generative AI runs in real-time during gameplay.
Some of this game's content was created with the help of generative AI tools during development: - Artwork: some of the visual art in the game. - Text: parts of the in-game writing, and the Simplified Chinese translation. - Audio: a small number of sound effects. Most of the game's sound was made without AI. Nothing is generated by AI while you play.
As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me.
・Some of the posters were created using generative AI (ChatGPT and Gemini). ・Some of the voices were created using generative AI (Ondoku). ・The translations were created using generative AI (Gemini).
AI was used for text proofreading and translation. AI was also used to enhance some textures.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Artificial intelligence was used for the images, sounds, music, and the store page.
Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems.
AI was used to assist with the creation of the human 3d model in this game.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
We have utilized generative AI tools during the development process to assist in the creation of various 2D and 3D assets. This includes certain environmental textures, 2D UI elements, and some base 3D models. All AI-generated content has been manually reviewed, edited, and refined by our team to ensure quality and originality. These assets are pre-generated and are not created in real-time during gameplay.
Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay.
To support multiple languages, in-game text and store pages have been translated using AI.
This game does not use AI-generated content in its final assets.
Some of the 3D assets in-game were made starting from an AI generated 3D model.
Playback uses generative AI tools during the development process to assist with localized text translations and to help refine narrative documentation. All AI-assisted content has been manually reviewed, edited, and integrated by the developer to ensure quality and consistency. No content is generated in real-time during gameplay.
ChatGPT corrected the translations and my spelling and grammar errors...
Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI.
We leveraged AI tools to enhance creativity and streamline certain aspects of development, ensuring a more immersive experience for players.
Some artwork and textures in this game were generated using AI tools to support the development process. These include in game textures and the main menu image in the game. Additionally, AI-generated artwork was utilized on the store page to help advertise the game we use AI called co-pilot that is copyright free and useable for commercial use as I have verified with the AI itself
In the development of The Duchess Curse, AI tools were utilized as part of the creative workflow. These tools helped generate certain in-game assets, including concept art and thematic imagery, which were then refined and adapted by the developer to fit the game's overall style. Additionally, AI was used in creating atmospheric soundscapes. These AI-generated sounds served as a foundation, but all audio was carefully edited and refined by the developer to match the specific tone, mood, and immersion of the game. This ensures a personalized and tailored auditory experience that supports the game’s haunting atmosphere.
| 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 | |
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 | |
DEEP SEAL In-game content text | Generative AI was used to assist with game localization and translation. | SOS | - | Oct 12, 2026 | |
Boarding Denied In-game content audio | AI tools were used for some background audio and aiding with scripts. | AdriDev | - | Oct 10, 2026 | |
Messa Anomaly In-game content art | Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service. | 1,5 Games | - | Oct 10, 2026 | |
Lobby No. 5 Unclear | Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team. | Nitroyale | - | Oct 10, 2026 | |
Pikabuu: Home In-game content textaudioart | This game uses generative AI tools during development to assist with the following content: text translation, sound effects, and background artwork assets | JoyKeratif | - | Oct 9, 2026 | |
Not a Duck Store/marketing art | background and Logo with created AI. | NOXRG | - | Oct 9, 2026 | |
Just Take Me to My Floor! In-game content artaudio | We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling. | SUGAMUE | - | Oct 9, 2026 | |
Heir of Death In-game content artaudio | Generative AI tools were used in the creation of selected pre-generated visual and audio assets, as well as some promotional materials. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game. Heir of Death does not use live-generated AI during gameplay. | Six Minds Studio | - | Oct 9, 2026 | |
Ignite: The Ritual Store/marketing text | Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay. | BOSSTTCK Interactive | - | Oct 9, 2026 | |
Brighter Tomorrow In-game content art | Some small game assets were modeled using ai. | Justin Murray | - | Oct 9, 2026 | |
Reel Risk In-game content art | Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay. | Reel Risk Studio | - | Oct 9, 2026 | |
BLACKWALL ASYLUM Store/marketing arttext | Generative AI was used to assist with creating selected promotional artwork and drafting or editing some written marketing content for the Steam store page. No generative AI is used during gameplay. | Kettlefox Games | - | Oct 8, 2026 | |
Patients In-game content artcode | This game uses AI to generate some models, textures, and even some mechanics. | Saintsscs | - | Oct 6, 2026 | |
Merry Nightmares Store/marketing art | AI is used to create some of the images on the game's store page and in the library. | REVVALUTION Studio | - | Oct 6, 2026 | |
TAKEN Store/marketing art | Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay. | MIZANUR RAHMAN | - | Oct 6, 2026 | |
Dead Last In-game content artaudio | Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay. | Eddie Eizner | - | Oct 6, 2026 | |
The Co-Exist Files Dev only art | Generative AI was used only for initial art concepts.
Post-processing, stylization, animation, and music were created independently by the developer. | Vic Lin | - | Oct 3, 2026 | |
Kill You Again In-game content art | This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game. | Deadbear | - | Oct 3, 2026 | |
Mall Corp Dev only | 1% AI, 99% made by me | tempxxi | - | Oct 3, 2026 | |
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
THE GRAVES VIGIL In-game content art | Generative AI tools were used during development to create pre-generated visual assets, including 2D background artwork, environment graphics, character sprites, and promotional store imagery. All AI-generated content was created prior to release, and no generative AI runs in real-time during gameplay. | GeorgeDowson | - | Sep 30, 2026 | |
Backrooms Adventure In-game content arttextaudio | Some of this game's content was created with the help of generative AI tools during development:
- Artwork: some of the visual art in the game.
- Text: parts of the in-game writing, and the Simplified Chinese translation.
- Audio: a small number of sound effects. Most of the game's sound was made without AI.
Nothing is generated by AI while you play. | Glycine | - | Sep 30, 2026 | |
Two-Fifteen In-game content audio | As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me. | HaddajiDev | - | Sep 28, 2026 | |
すずちな水族館 / Suzuchina Aquarium In-game content artaudiotext | ・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini). | SuzuchinaGames | - | Sep 27, 2026 | |
True Crime Archive: Horror Tidy Up In-game content textart | AI was used for text proofreading and translation. AI was also used to enhance some textures. | Bormak Studio | - | Sep 24, 2026 | |
Project 17 Store/marketing art | Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay. | Silent Hell | - | Sep 24, 2026 | |
The Arcade In-game content art | Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content) | Colourplay Games | - | Sep 22, 2026 | |
Make The Dead Dead Again In-game content textaudio | DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription. | Based On The Play | - | Sep 16, 2026 | |
PullMeUp! In-game content arttext | Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation. | Murat Akin | - | Sep 13, 2026 | |
The Last Match In-game content artaudio | Artificial intelligence was used for the images, sounds, music, and the store page. | Montee Games | - | Aug 16, 2026 | |
Dimensional Breach In-game content artaudio | Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI. | BchaoStudio | - | Jun 28, 2026 | |
FOCUS In-game content art | FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime. | kuma-hacker | - | Jun 28, 2026 | |
Decline In-game content art | Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems. | Ronaldo Campos | - | Jun 3, 2026 | |
Five Nights at Bowl City High School In-game content art | AI was used to assist with the creation of the human 3d model in this game. | Gut Games | - | May 23, 2026 | |
W.A.M In-game content art | To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game. | METROPOLICE | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | May 23, 2026 | |
Renascor In-game content art | We have utilized generative AI tools during the development process to assist in the creation of various 2D and 3D assets. This includes certain environmental textures, 2D UI elements, and some base 3D models. All AI-generated content has been manually reviewed, edited, and refined by our team to ensure quality and originality. These assets are pre-generated and are not created in real-time during gameplay. | Isole Games | - | Mar 18, 2026 | |
Silent Chamber In-game content audioart | Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay. | Sumonux Games | - | Mar 18, 2026 | |
The ENDLESS BACKGATE In-game content text | To support multiple languages, in-game text and store pages have been translated using AI. | LIBERUM PROJECT | - | Mar 18, 2026 | |
One By One general | This game does not use AI-generated content in its final assets. | Dirty Pearl Studios | - | Mar 18, 2026 | |
SHIATH In-game content art | Some of the 3D assets in-game were made starting from an AI generated 3D model. | theJameskrik | 49 | Mar 18, 2026 | |
Playback In-game content text | Playback uses generative AI tools during the development process to assist with localized text translations and to help refine narrative documentation. All AI-assisted content has been manually reviewed, edited, and integrated by the developer to ensure quality and consistency. No content is generated in real-time during gameplay. | M.A.T. Games | - | Mar 18, 2026 | |
One Last Clip In-game content text | ChatGPT corrected the translations and my spelling and grammar errors... | Struggle Games Studio | 162 | Mar 18, 2026 | |
Death Counter In-game content textart | Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI. | Arman Pakan | - | Mar 18, 2026 | |
Lunhowl: Coop Horror Dev only | We leveraged AI tools to enhance creativity and streamline certain aspects of development, ensuring a more immersive experience for players. | GalaVerse Creations | - | Mar 18, 2026 | |
Soul Gather In-game content art | Some artwork and textures in this game were generated using AI tools to support the development process. These include in game textures and the main menu image in the game. Additionally, AI-generated artwork was utilized on the store page to help advertise the game we use AI called co-pilot that is copyright free and useable for commercial use as I have verified with the AI itself | Dinoworldgames | - | Mar 18, 2026 | |
The Duchess Curse In-game content artaudio | In the development of The Duchess Curse, AI tools were utilized as part of the creative workflow. These tools helped generate certain in-game assets, including concept art and thematic imagery, which were then refined and adapted by the developer to fit the game's overall style. Additionally, AI was used in creating atmospheric soundscapes.
These AI-generated sounds served as a foundation, but all audio was carefully edited and refined by the developer to match the specific tone, mood, and immersion of the game. This ensures a personalized and tailored auditory experience that supports the game’s haunting atmosphere. | Konstantin Lappas | - | Mar 18, 2026 |