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.
- Creator
- UREMORU
- Reviews
- -
- Added
- Oct 10, 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.
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.
The game's sound effects were created with AI audio-generation tools during development, then selected and level-matched by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
Generative AI tools may be used during development to assist in creating certain pre-generated visual, written, audio, or marketing content. All such content is reviewed and curated by the development team before inclusion. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
Graphic Sound Code
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text. Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game. All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos.
AI is used to assist with programming, graphics creation and translations.
Some smaller smaller graphical elements in the game utilize gen AI.
This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play.
Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay.
very limited amount of ui elements was generated by ai
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer. Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting. The game does not use generative AI while you play. No player data is sent anywhere.
Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images.
This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay.
AI was used to translate part of the in-game text and the Steam page.
Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand. Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services.
This game uses AI generated images. This game's creation was assisted by AI.
During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer. The developer is actively seeking to replace any machine-generated localization over time.
Some limited AI tools are use in research and debugging
AI generative tools were used to create some 2D art assets used in the game
Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
Some assets were fine tuned with the help of AI.
Generative AI was not used to create any gameplay visual nor sound asset. The only generated asset is the enhanced game logo (the game name).
Generative AI was not used to create any gameplay visual nor sound asset. The only generated asset is the enhanced game logo (the game name).
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some content was created with the assistance of generative AI tools: 2D store and marketing art (library capsule and library hero), the game's localization into non-English languages, and portions of in-game flavour text. All localization was reviewed before shipping. All in-game visuals are generated procedurally at runtime from code, all sound effects are synthesised at runtime, and all music is human-composed and licensed under CC BY 4.0. The game performs no AI generation at runtime and connects to no external AI service.
Some of the game's textures, models, and code were generated with the assistance of AI.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work. The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets. The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay.
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
Generative AI tools were used as an editorial and localization assistant for some written content in the game and on the Steam store page. All such text is reviewed, revised, and approved by the development team. The game does not use generative AI at runtime.
Some non-gameplay assets in March of Reveille were made with the help of generative AI tools. Music — composed using AI music generation. Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game. All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
CloudBurst In-game content audio | The game's sound effects were created with AI audio-generation tools during development, then selected and level-matched by the developer. Nothing is generated by AI while you play. | GabDsg | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
Clade Dev only codearttext | Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI. | Hyena Striata | - | Oct 9, 2026 | |
Goldfall In-game content arttextaudio | Generative AI tools may be used during development to assist in creating certain pre-generated visual, written, audio, or marketing content. All such content is reviewed and curated by the development team before inclusion. The game does not use generative AI to generate content during gameplay. | IAMDEXTER | - | Oct 9, 2026 | |
Sea of Silence In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players. | zyc_zzmzs@163.com | - | Oct 9, 2026 | |
Fliegeralarm audiocode | Graphic
Sound
Code | Fliegeralarm Games | - | Oct 7, 2026 | |
Korsaros Online In-game content artaudio | Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion. | Injesterr | - | Oct 7, 2026 | |
Tales of the Southern Seas In-game content artaudiotext | This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay. | Lazycat Interactive | - | Oct 6, 2026 | |
Phantom Fleet In-game content arttextaudio | Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text.
Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game.
All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay. | DevMakerMin | - | Oct 6, 2026 | |
Warwake In-game content art | Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team. | 237 Studio | - | Oct 6, 2026 | |
Void Beserk Store/marketing codeart | Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos. | Okiam666 | - | Oct 6, 2026 | |
Bonaparte 1789 AD Unclear artcodetext | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Oct 4, 2026 | |
New World Trading Company | Some smaller smaller graphical elements in the game utilize gen AI. | Kokoon Games | - | Sep 30, 2026 | |
DECISIVE DECKS In-game content art | This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play. | Pick Huang | - | Sep 30, 2026 | |
Antillia In-game content artaudiotext | Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay. | Alagondar | - | Sep 27, 2026 | |
Fertile Crescent | very limited amount of ui elements was generated by ai | gold_iron_and_salt | - | Sep 24, 2026 | |
Cannonwake Clash Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Cannonwake Clash Studio | - | Sep 22, 2026 | |
Teryon Crisis In-game content artaudiotext | Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service. | Dimetris Game | - | Sep 19, 2026 | |
逃出孤岛 In-game content codetext | Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer.
Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting.
The game does not use generative AI while you play. No player data is sent anywhere. | ShengyuStudio | - | Sep 18, 2026 | |
Fleets of Valor In-game content art | Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images. | Frontmark Games LLC | - | Sep 13, 2026 | |
OFF SOUNDINGS In-game content arttextaudio | This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay. | Dot2Real | - | Sep 13, 2026 | |
Cardsair In-game content text | AI was used to translate part of the in-game text and the Steam page. | Inner Flame Games | - | Sep 13, 2026 | |
Ship Busters In-game content artaudio | Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running. | Invo Tech Inc. | - | Sep 10, 2026 | |
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
Shorebreaker In-game content codeaudioart | No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby. | Pailside Games | - | Sep 8, 2026 | |
Tide and Crown In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services. | EnoBlk | - | Sep 7, 2026 | |
Project Seaborne Unclear | This game uses AI generated images.
This game's creation was assisted by AI. | TLP Studios | - | Sep 7, 2026 | |
DEPTH STRIKE Dev only | During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself. | Victoria Games | - | Sep 7, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
Dread Admiral In-game content text | Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time. | Tescrin Games | - | Sep 2, 2026 | |
Everyone Will Die Dev only | Some limited AI tools are use in research and debugging | Konstantine Games | - | Sep 1, 2026 | |
Requies In-game content art | AI generative tools were used to create some 2D art assets used in the game | Maksim Mazanets | - | Aug 29, 2026 | |
Overseas Wars In-game content artaudio | Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis.
In addition, the audio versions of dialogues are produced using AI-generated voices. | Studio 213 | - | Aug 29, 2026 | |
Keep to the Blue Unclear | Some assets were fine tuned with the help of AI. | Kool Matter | - | Aug 28, 2026 | |
Admirals of Ophiuchus Store/marketing art | Generative AI was not used to create any gameplay visual nor sound asset.
The only generated asset is the enhanced game logo (the game name). | Mantegral Studio | - | Aug 23, 2026 | |
Battleships Combat: Evolved Store/marketing art | Generative AI was not used to create any gameplay visual nor sound asset.
The only generated asset is the enhanced game logo (the game name). | Mantegral Studio | - | Aug 23, 2026 | |
Windward Isles In-game content artaudiotextcode | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 20, 2026 | |
Leeway In-game content arttext | Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service. | Singularity Reach Studios | - | Aug 20, 2026 | |
Sail: Evolved Tides In-game content artcode | Some of the game's textures, models, and code were generated with the assistance of AI. | Aellora Games | - | Aug 19, 2026 | |
Kaperfahrt In-game content artaudio | Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence. | Kleinod Games | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Give Me More Missile! In-game content artaudio | Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay. | Void Cosmos | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
InFlood In-game content text | Generative AI tools were used as an editorial and localization assistant for some written content in the game and on the Steam store page. All such text is reviewed, revised, and approved by the development team. The game does not use generative AI at runtime. | Ilya Maslennikov | - | Aug 8, 2026 | |
March of Reveille In-game content audioart | Some non-gameplay assets in March of Reveille were made with the help of generative AI tools.
Music — composed using AI music generation.
Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game.
All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot. | xbig | - | Aug 5, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
Caribbean Prospector In-game content artcodetext | Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features. | Denis Salanta | - | Jul 29, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
Tides of Empires In-game content arttext | Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay. | AtomicPixelGames | - | Jul 23, 2026 |