Steam games that use AI for art
Every game whose Steam AI disclosure mentions AI in its in-game art, sprites, textures, 3d models: generated, assisted, or mentioned without detail.
- RULEBALL
Claude helped write the code and made the vector art, texts, translations, synthesized music and sound effects; the developer directed and reviewed it. No runtime AI.
- Fungal Field
Generative AI made some Steam store images and some in-game visual assets and objects; AI also helped with debugging; nothing is generated during play.
- Dungtilian
Generative AI produced the game's 2D icons, background music, and translations.
- MOVETOON
Generative AI was used to create code, illustrations, and unspecified audio assets for the game.
- Fliegeralarm
The disclosure lists graphics, sound and code as areas involving AI, without saying how AI was used in each.
- Arena Invaders
The game was rebuilt with AI tools, most of its art was made with AI, and game design was human-driven.
- 潮生归港
Generative AI made scene, character, portrait, item and effect art, story, dialogue, promotional text and animations, synthesized Mandarin voices, and AI-assisted music; nothing is generated at runtime.
- Give Us Back Gravity
AI helped write code, store text, in-game text, translations, and code that draws some icons; the developer reviewed and edited everything, and nothing is generated during play.
- Lumbrix
Some sprites, icons, illustrations, sound effects, music and localized text were made with generative AI and then edited by the developer; nothing is generated during gameplay.
- Grind or Die
The disclosure lists only "Art Design" without saying how AI was used, so AI involvement in art is stated but unspecified.
- Lodebreaker
Some character, background and icon artwork was made with AI tools and edited during development.
- Cheat Koi-Koi
Card, character, background, UI and store art, plus some in-game text and translations, were made with generative AI; nothing is generated at runtime.
- The Debt We Sow
A limited number of pre-generated visual assets and localization text, including in store materials, were made with generative AI and edited by the developer; nothing is generated during gameplay.
- Beatrice
Item icons and paintings in the game are AI-generated artworks.
- Song Bao's Adventure
Art, animation, voice acting and music were generated with AI tools, then hand-edited; script, dialogue and story are human-written, with no runtime generation.
- A Hoard in Order
Generative AI was used during development of this game, but the disclosure does not say which parts were AI-made.
- Sudoku Unlimited
The developer used Claude Code to create the game's code and unspecified assets.
- Magehold Fairwinds
AI tools assisted with some of the game's art and writing.
- Jixo 6: Dolce Vita Collector’s Edition
AI was used for part of the background, some scenes, some game items, and some user interface elements.
- WebBound Solitaire
AI image tools made some UI elements, the logo and campaign background art, which the developer edited; some store artwork may use AI imagery.
- SPLACHESS
Generative AI was used to create code, illustrations, and unspecified audio assets for the game.
- Doomlander
The store page logo, cover art, and in-game menu images were made with AI tools.
- RETURN TO 1990
Character illustrations, backgrounds, cutscene videos, voice acting and music were made with generative AI and edited; story and dialogue were written with AI assistance.
- Chaos Chess Definitive Edition
A small portion of pre-rendered artwork and cinematics involved AI; all other assets were manually designed in Blender by the developer.
- TPS Tickman: Castle Defense
Generative AI was used to create images, music, sound effects, and 3D models used in the game.
- STOREBOT: Tidy Up PC Parts
AI tools assisted in creating product box artwork, textures and sound effects, reviewed by the developer; nothing is generated during gameplay.
- PALJA Survivors
Generative AI was used extensively for artwork, music, sound effects, text, localization, and Steam store page assets and marketing materials.
- Deeper Than Gold
AI helped develop the game's UI, 3D modelling and texturing, localization, and gameplay mechanics.
- Masterpiece Malpractice
Generative AI created or edited some decorative elements and visual assets, and assisted with writing and translating text; historical painting reproductions and live gameplay generation involve no AI.
- Swat Mosquito: Sleepless Nights
Generative AI created or assisted with some in-game artwork, promotional images, written content and localization; nothing is AI-generated during gameplay.
- Deep Space Siege
AI tools assisted some backgrounds, title illustrations, upgrade-card artwork and localized text, all prepared in advance; no generative AI runs during play.
- The Last Hearth
The in-game images and the Steam store page images were generated using AI.
- Dodo Zombies
The developer states the game was made solo with the help of AI, without naming which parts of the game used it.
- Spear and Shot
Some visual assets were made with generative AI and then edited and modified by the developer.
- Take Good Care of Your Cassava
AI agents helped with both programming and art development.
- Keep It Trolling: Fantasy Edition
Generative AI created 2D card illustrations, environmental backgrounds, and store capsule graphics, which were curated and manually edited before shipping.
- Pipkind: A Dice Puzzle Adventure
Generative AI created the pixel artwork, music and written content; all AI content is pre-generated and nothing is generated during play.
- Looks Like It Fits
Generative AI made artwork for the truck, cargo, environments, route illustrations and store materials, and assisted with writing and localization; nothing is generated during gameplay.
- STAR CIPHER
AI generated character, environment, comic and achievement artwork, store art, music and English pronunciation audio, and assisted with learning dialogue and localization; nothing is generated during gameplay.
- Gems & Palace
Pre-generated AI gemstone, tool, environment, achievement and promotional artwork, music and sound effects were curated and edited by the developer; AI drafted localizations; no runtime generation.







































