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.
- Creator
- Novus Astra
- 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.
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.
Generative AI was used to create some pre-generated 3D models, artwork, audio, and voice assets used in the game and marketing materials. No AI-generated content is created during gameplay.
We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game. - 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style. - Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image. - Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models. - Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation. - Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced. - Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer. - Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above. Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play.
LLMs were used for language translation and localization only.
AI has been used to help develop the game's cover art.
Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated.
As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs). Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development! No generative AI content is created in real time while the game is running.
We use generative AI for coding and translation.
AI-Assisted Language Translation
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
AI-generated art object
AI translation tools were used to assist with localization from English to other languages. The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored. 일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
AI has been used to help develop the game's cover art.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance.
Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running.
Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used to assist with some graphics and audio content.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
AI assistance was used to create and visually enhance some of the visuals in the trailer.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
AI was used to produce placeholder UI components & sprites (e.g. icons, npc sprite, spell sprites).
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS. The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay.
Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction. No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime. Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design.
Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release.
AI-generated 3D models for characters and objects in the game.
In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game.
Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts.
By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline: - 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand. - Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us. - Localization — translations are drafted with AI assistance and reviewed before release. All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed.
I use AI-generated images for in-game icons. Among other things, the game logo was also created by an AI.
AI used for some inventory items and for images on the game's store page, and edited with a graphics editor.
The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
This game uses generative AI tools in a limited capacity: 🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development. All AI-assisted content was reviewed, edited, and approved by the development team before publication.
GreenMars: Expedition 744 is a solo-led independent project. Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors. The game does not use generative AI during gameplay.
The robot is very very early draft to be replaced by our busy lead artist
Localised game text and store updates have been created using translation tools. Game text will receive human review before final release.
Some images, dubbing, text, and some 3D models were partially created using AI tools.
In-game voice and background music
AI have been used to create images and generate sounds to the game.
To generate 2D art for cards, 2D characters, logos, etc.
As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork. No people have been replaced by AI.
本游戏在开发过程中使用了生成式人工智能作为辅助工具,主要用于部分美术素材草稿、文本创作参考与内容构思。所有进入游戏及商店页面的素材均经过人工二次创作、编辑与整合,以确保风格统一与内容质量。生成式工具仅作为创作辅助,不参与游戏运行时内容生成。
The 3D models of some minions and items in the game were created using AI-generated technology.
This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
The Lost Cape In-game content artaudiotext | Generative AI was used to create some pre-generated 3D models, artwork, audio, and voice assets used in the game and marketing materials. No AI-generated content is created during gameplay. | RS Game Studio | - | Oct 7, 2026 | |
Stay Extinct In-game content artaudiotext | We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game.
- 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style.
- Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image.
- Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models.
- Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation.
- Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced.
- Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer.
- Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above.
Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play. | windurex | - | Oct 6, 2026 | |
R01 In-game content text | LLMs were used for language translation and localization only. | Roy El-Rayes | - | Oct 4, 2026 | |
Alaska Survival Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 3, 2026 | |
Grim Island In-game content art | Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated. | Spectral Crow | - | Oct 1, 2026 | |
Red Settle In-game content audio | As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs).
Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development!
No generative AI content is created in real time while the game is running. | Jessy Software | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
A Life Ashore In-game content artaudiotext | Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text. | daggg3r | - | Sep 25, 2026 | |
Survival Float Simulator - Crocodile Waters Craft, Raft, Build In-game content art | AI-generated art object | SimulatorMaker Studio | - | Sep 22, 2026 | |
The Well Kept In-game content text | AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials. | Redfar | - | Sep 21, 2026 | |
Soul Monsters: Gael's Survival In-game content arttext | Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다. | Industrial Miracle | - | Sep 10, 2026 | |
Stranded in Paradise Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
丧尸围楼 In-game content art | Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play. | 唐華漢 | - | Sep 7, 2026 | |
Programming Game In-game content art | Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance. | The Sacrificial Hand | - | Sep 6, 2026 | |
Feranidus In-game content art | Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running. | Uncle Skrufters | - | Sep 4, 2026 | |
Roverbound In-game content textartcode | Generative AI tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Rogueatic Games | - | Sep 1, 2026 | |
Lesion In-game content arttext | Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | SocksandGoats Studios | - | Sep 1, 2026 | |
Voxel Wild In-game content arttext | Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services. | Tero Games | - | Aug 31, 2026 | |
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
Fifth Sun: New Fire Dev only | The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer. | Daedralus | - | Aug 28, 2026 | |
Voldark Store/marketing art | AI assistance was used to create and visually enhance some of the visuals in the trailer. | OzbalHan | - | Aug 26, 2026 | |
Cluckopia In-game content artaudio | Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay. | Andre Luiz Themistocles | - | Aug 24, 2026 | |
Pierce Through Heavens In-game content art | AI was used to produce placeholder UI components & sprites (e.g. icons, npc sprite, spell sprites). | Purple Yang Studio | - | Aug 22, 2026 | |
Wildreach Store/marketing text | Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime. | PickBits Studios | - | Aug 19, 2026 | |
Witherwood In-game content art | Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS.
The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay. | Cunning Craft LLC | - | Aug 18, 2026 | |
Mithril In-game content artaudio | Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction.
No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime.
Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design. | Agentic Games | - | Aug 13, 2026 | |
Waking Elara In-game content arttext | Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release. | MutlakGame | - | Aug 10, 2026 | |
Tidewrack In-game content art | AI-generated 3D models for characters and objects in the game. | OverLKD Studio | - | Aug 5, 2026 | |
EverRail In-game content audiotext | In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game. | Aesir Interactive | 339 | Jul 18, 2026 | |
Deepbound Store/marketing art | Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts. | KanKan Studios | - | Jun 28, 2026 | |
By My Side In-game content artaudiotext | By My Side is developed by a small independent studio, and we use generative AI as part of our content pipeline:
- 3D models — many in-game models (crops, props, buildings, devices and characters) are generated with Meshy AI, then adjusted, scaled and integrated by hand.
- Music & sound — parts of the soundtrack and sound effects are created with AI audio tools and curated by us.
- Localization — translations are drafted with AI assistance and reviewed before release.
All AI-generated content is reviewed, edited and curated by the developer before it ships. No generative AI runs live during gameplay — everything is pre-generated and fixed. | OverLKD Studio | - | Jun 27, 2026 | |
Terraform Manager Simulator In-game content art | I use AI-generated images for in-game icons. Among other things, the game logo was also created by an AI. | GameChangeKiller | - | Jun 15, 2026 | |
Last Breath Store/marketing art | AI used for some inventory items and for images on the game's store page, and edited with a graphics editor. | Mx | 43 | Jun 15, 2026 | |
Biosphere Simulator In-game content artaudiotext | The game content, including gameplay mechanics, visuals, and audio, as well as the store page content — including descriptions, images, and other assets — were generated with the assistance of AI tools. | ioStudios | - | Jun 3, 2026 | |
Sellsword In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Interzone In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Afterlife West In-game content art | This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. | violarte | - | May 23, 2026 | |
GreenMars: Expedition 744 In-game content art | GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay. | 744 Interactive | - | May 23, 2026 | |
miMIR Dev only art | The robot is very very early draft to be replaced by our busy lead artist | Grojibz | - | May 23, 2026 | |
Red Rust Pioneers In-game content text | Localised game text and store updates have been created using translation tools. Game text will receive human review before final release. | fish in a bottle | - | May 23, 2026 | |
Korea Dynasty (조선메타실록) In-game content artaudiotext | Some images, dubbing, text, and some 3D models were partially created using AI tools. | Happy Daram Inc. | 262 | May 23, 2026 | |
Vtopia In-game content audio | In-game voice and background music | PanicACat Studio | - | May 23, 2026 | |
MAK: Survival In-game content artaudio | AI have been used to create images and generate sounds to the game. | Two Friend Studios | - | May 23, 2026 | |
Dungeoncraft In-game content art | To generate 2D art for cards, 2D characters, logos, etc. | Zinnusl | - | May 23, 2026 | |
SpiritBorn Dev only art | As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork.
No people have been replaced by AI. | Highforge Studios | - | Mar 18, 2026 | |
末日旅人 Dev only arttext | 本游戏在开发过程中使用了生成式人工智能作为辅助工具,主要用于部分美术素材草稿、文本创作参考与内容构思。所有进入游戏及商店页面的素材均经过人工二次创作、编辑与整合,以确保风格统一与内容质量。生成式工具仅作为创作辅助,不参与游戏运行时内容生成。 | Drifter Studio | - | Mar 18, 2026 | |
No Mortal Space In-game content art | The 3D models of some minions and items in the game were created using AI-generated technology. | Stellia Games | - | Mar 18, 2026 | |
Last State In-game content artaudio | This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models. | Miroslav Sendlai | - | Mar 18, 2026 |