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.
- Foodland Puzzle
The Steam store logo and the game's puzzle images were made with AI tools.
- Super Clown Save Santa
The game logo, cover art and game menu icons were made with AI tools.
- TRACE IT
Music was made with Suno, some visual assets used AI image generation, and AI helped with code brainstorming and debugging; nothing is generated live.
- Highway Formosa
Generative AI made some in-game visual assets, store and promotional artwork, and store description text and translations, all generated in advance.
- Bubble Hunters
Generative AI created selected visual and audio assets, which the team reviewed, edited and integrated; specific assets are not named.
- Provincia Wars
Some visual assets were made with generative AI and then reviewed and adjusted by the developer; nothing is AI-generated during gameplay.
- Aim Tracer
Code was written with AI assistance, and the game's art was made by AI.
- Frantic Far West
AI generated branding art (logo, icon, splash screen), some music, promotional art and video voice-over; AI assisted writing and translating French and English text. No live generation.
- Quota: Hit Your Number
An AI coding assistant wrote the game code (including art and audio generators), much of the in-game text and the English localisation; no generated media assets or runtime AI.
- Clapitalism
Art assets were AI-generated and human reviewed; localization was AI-translated and separately AI-reviewed.
- Banners & Crowns
Key art, illustrations, portraits, music, opening film, menu video and narration are AI-generated and edited; code was AI-assisted; nothing is generated during play.
- Lily or Horse
AI helped write procedural code for a few original 3D models and sound effects, and translated in-game text and the store page.
- Dawn Archive
AI tools assisted with ending illustrations, narrative text, English localization, some code-produced visuals and sound effects, store descriptions and promotional artwork; nothing is generated during play.
- A Cruise for Murder
Generative AI was used to create background graphics and voices.
- Rêverie: Audio Stories
Generative AI created the voices, sound effects and illustrations; the developer designed and directed the stories.
- Elevator Button Simulator
Generative AI helped draft and refine some in-game text, English localization, the game logo, and certain visual design elements; nothing is generated during gameplay.
- N in One 中国骨牌合集:牌九、天九、接龙、顶牛
Generative AI made portions of background artwork, branding, Steam capsule and library art, store descriptions, and localized text; nothing is generated at runtime.
- Pocket Sports
The game's code and some graphics were created with AI assistance.
- Just One More Fly
AI tools made some pre-generated art, textures, visual effects, sound effects, ambience, instrumental music, translations and store text; nothing is AI-generated during gameplay.
- SLUP
AI tools helped create and refine selected visual assets, localization text and marketing materials, all reviewed and edited by the developer; nothing is generated during gameplay.
- DON'T LET THEM BOARD!
Generative AI produced illustrations and character designs/models, edited by the developer; AI drafted some English UI and character text and the store description; nothing is generated at runtime.
- Blamcon's Cyber Range
AI helped produce much of the physics code and graphical elements; sounds were mostly licensed, with AI generating missing pieces.
- Dealer's Choice
AI assisted with code and in-game text, and store artwork and achievement icons were rendered from AI-assisted 3D models; nothing is generated during play.
- Monsters, Inn Order!
Generative AI made character art, environment art and illustrated UI elements; localization was AI-translated and then AI-reviewed.
- Pikabuu: Home
Generative AI tools were used during development to assist with text translation, sound effects, and background artwork assets, with no detail on how.
- One Must Fall 2197: Singularity
AI tools made 3D robots, arenas, animation, HD menu art, store artwork and trailer shots; 3D assets were hand-repaired; music and sound effects used no AI.
- Heroes vs Orcs: Tower Defense
Generative AI assisted in creating some artwork and visual assets in the game and its marketing materials.
- Glowtide Isle
Music and sound effects were made with ElevenLabs AI tools; some text, dialogue and translations were AI-assisted; AI coding assistants wrote scripts building 3D models; nothing is generated during play.
- BOOMSWEEPER
Talent icons, digger crew sprites, sound effects and music were AI-generated then edited; trailer voice-over and music used ElevenLabs; store descriptions were AI-drafted and reviewed; no runtime generation.
- MAZZIOSI
AI helped find bugs and created or refined selected illustrations, UI art, music, sound effects, and parts of story and localization; no live AI at runtime.
- Geargrave Outlands
Art, 3D models, music and sound effects were AI-generated and edited; story text was AI-assisted; translations were AI-produced; nothing is generated during play.
- Farmkill Remastered
AI upscaled and redrew original artwork, and generated new art, music, character voices, sound effects, written content, animated cutscenes, and store art and trailer assets; nothing is generated during play.
- Chronime Puzzle: Horses
Background images and horse pictures in the game are pre-rendered AI-generated art.
- Deckbound
Generative AI helped write card, item and enemy descriptions and produce pixel artwork, all hand-reviewed and edited; nothing is generated during play.
- Taskbar Cat
AI-assisted artwork, cat and prop animation sprites, some cat sound effects, and promotional artwork were pre-generated and edited; nothing is generated during gameplay.
- ABAX
AI was used in limited capacity for lighting effects and animation assets, which the team reviewed and edited; nothing is generated during gameplay.
- L Wars: Chi Town
AI tools assisted portions of pre-generated 2D character art, promotional artwork, localization drafts and code, all edited by the developer; nothing is generated during gameplay.
- Fruitpocalypse
AI was used to create and enhance the game's visuals and atmosphere, and to speed up programming.
- Patients
AI generated some 3D models and textures, and some game mechanics, with the specific assets and mechanics unspecified.
- Same Apartment
AI assisted programming and debugging, and was used in creating or refining some 2D art, music and audio; nothing is generated at runtime.







































