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.
- Mimic Party
Some 2D illustration assets and sound reference material were made with AI tools, then reviewed and edited by hand; nothing is generated at runtime.
- The Town is Overrun
Some in-game visual art and image assets were AI-generated, then edited by the developer; no AI content is generated during gameplay.
- Conjurariun
AI-generated images were used for some in-game visual assets and artwork, and AI-generated music is used in the main menu; programming was done by the developer.
- Soul
Open AI Codex generated the game's images, its code, and much of its text.
- Halloween Trick or Treat: Mega Bundle 1
AI was used to clean up some of the scene backgrounds.
- Megastore: Tidy Up Together
AI tools helped with some translations and created two in-game textures, which humans then edited, refined and reviewed before release.
- Giblings
2D map art started as hand-drawn sketches, was coloured and upscaled with AI, then refined by hand; localisation was AI-translated and reviewed by native speakers.
- The Xian King
Some static art assets and store promotional texts were drafted with generative AI, then reviewed and revised by the team; nothing is generated during gameplay.
- Galactiball
AI created textures, the rigged player model, localization translations, some code, and initial footstep, goal and ball bounce sounds later edited; music and animations are human-made.
- Abraxas Online
Generative AI created or assisted some pre-generated visual assets, including character, item, environment art and Steam store artwork; nothing is generated during gameplay.
- STRIKEM
Generative AI made some illustrated background art; gameplay sprites and tilesets are hand-made, and nothing is AI-generated at runtime.
- Hubble Bubble
Generative AI made the store page text, game translations, Steam achievement icons, some music and wall paintings; characters, environments and animations are handmade; nothing is generated during play.
- Thirteen Provinces · Hanren
Generative AI made some card, character, environment, CG, UI and marketing art, music, sound effects, text, localization, and Mandarin and English voices; no runtime generation.
- Cash & Chaos
Some packaging visuals for in-game products and items use generative AI artwork; the developer says no other part uses AI and plans to remove them.
- FarmWings
The developer states the whole game was AI-generated, including all visual assets, audio, graphics and code.
- GoE: Escaping the Garden of Eden
AI tools made videos, voices, and numerous images used for and within the game, without specifying which ones.
- TEXAS DOMINOES
Generative AI was used in development generally and for some of the art; the music was entirely human-composed and performed.
- Astral Outpost
Some visual assets, mostly marketing and key art, were AI-generated and hand-finished; in-game text and translations were AI-drafted and developer-reviewed; nothing is generated during play.
- The Loomsong Chronicle Idle
Codex and Claude Code helped with coding and content shaping, Suno generated the music, and Codex helped generate art and in-game assets; lore and scripting were hand-written.
- Moo Who?
The game's music and some GUI icons were created with AI assistance.
- Dead Pulse
AI helped create power-up icons, animated main menu background art, and several synthesized sound effects; 3D models, animations, music and most other sounds are licensed; nothing is generated live.
- Whispers of the Night
Some 2D backgrounds and character illustrations were AI-generated then hand-edited; parts of the code and localized text were written with an AI assistant and reviewed. Nothing is generated during play.
- Alien or Duck!
Generative AI was used to help create one or two background 3D assets; other models, effects and environment assets were custom-made or from marketplaces.
- SIX
Some sound effects, some textures and images, the dialogue, and the Spanish/English texts were AI-assisted and developer-reviewed; nothing is generated at runtime.
- VHS World '89
Generative AI made some in-game textures; 3D models, music and UI icons were made by humans.
- Cellar Keeper
Generative AI served as a supporting tool for designing some fictional bottle brands and for language translation.
- 鉄道運行管理シミュレーターPro - Railway Dispatcher Pro -
Generative AI made some store page images, some in-game graphics, parts of the code, and all non-Japanese translations of in-game text, manual and store page.
- Unforgiving Dungeon
Unity AI Assistant generated most sprites, all the code, and artwork other than the tile set.
- SpudFall
An AI assistant helped design and write the code that procedurally creates the visuals and synthesized music, and drafted store page text; nothing is AI-generated during play.
- Grand Theft Idiots
AI generated certain sound effects, voice lines, and selected artwork; game code and programming were made without AI tools.
- Bible Putt Putt
AI helped write portions of the script, produced some vocal music and voice work, and made some images used in the game and store materials.
- Tetromancer
AI assisted writing and debugging code, reviewed by the developer; some AI-generated sounds and visuals appear in the game, though most content is non-AI.
- 3DMOBA
Images in the game, on its Steam store page and in promotional materials were made with generative AI before release; nothing is generated during gameplay.
- Airline Legacy
Generative AI tools assisted with some artwork, music, in-game text, and translations, which the developer reviewed; nothing is generated live during gameplay.
- Anubis: Wrath of the Underworld
Some textures and 3D models were AI-made, and video content also used AI, with unspecified use.
- CUMANIOK
AI assisted with restructuring and optimizing Unity scripts, checking compilation errors, and stylistic design; it is not running during gameplay.
- BudMageddon
Various visual assets and materials were created with generative AI tools, then reviewed and refined by the developer.
- SpacePorts
Generative AI made certain visual assets and helped with portions of the programming; story, design and gameplay were developer-made.
- One Thought to Buddhahood
Generative AI helped write narrative and dialogue text, generated environments, character portraits and cover art, and assisted translation and music-synthesis programming; no AI runs during play and there is no synthetic voice.
- Crowns & Chaos
AI helped with some early visual concepts, sprite bases, music/audio drafts and voice/audio prototypes, which the team edited and refined; nothing is generated during gameplay.







































