Steam games that use AI for code
Every game whose Steam AI disclosure mentions AI in its programming and tooling: generated, assisted, or mentioned without detail.
- Battle Bot Tactics
AI tools supported coding, early prototyping, and a small number of icons, with all AI-assisted elements reviewed and refined by the developers.
Upcoming - 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.
- Lanelord
AI helped write Blender, GIMP and Python scripts that generated some icons and 3D assets and supported development; no AI image generators were used.
Upcoming - Road to FIRE
Generative AI helped create and edit some visual assets, music/sound materials, and scripts, all reviewed and adjusted by the developer.
Upcoming - Day 31
Some 2D promotional and menu artwork was made with generative AI and manually edited; portions of code were AI-assisted; no runtime AI generation.
Upcoming - UNIT 44
AI tools assisted code and design iteration during development; no AI content is generated at runtime.
Upcoming - 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.
- 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.
- FlipBAKA
Some in-game and store artwork was AI-generated, some translations were AI-assisted, and parts of the code were written with AI tools; music is not AI.
Upcoming - Unforgiving Dungeon
Unity AI Assistant generated most sprites, all the code, and artwork other than the tile set.
- Forged Cards
AI coding assistants helped build game systems, while AI image generation made the art and AI generated the sound effects, all reviewed and edited by the developer.
Upcoming - Fire Bug
Generative AI tools produced foundational logic and structural boilerplate code, which developers then heavily edited and modified manually.
- 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.
- Delivery Today
AI was used as a tool in some code elements of the game.
Upcoming - EXORCISMUS: Vade Retro Satana
AI assisted with some programming tasks, refined selected graphical assets and photos, and created or enhanced some voice-over and audio elements, all reviewed by the developer.
Upcoming - Type the World
AI tools were used in programming and localization; all audiovisual assets were made by human artists.
Upcoming - OIL & HORROR
Some still images were made with AI assistance, and AI helped with code bug fixes.
Upcoming - FIRE. HOLD. REPEAT.
Generative AI assisted with code and base visual assets; the developer manually edited and finalized all assets, and no AI output ships as a final asset.
Upcoming - 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.
- CUMANIOK
AI assisted with restructuring and optimizing Unity scripts, checking compilation errors, and stylistic design; it is not running during gameplay.
- Black Hollow
AI helped troubleshoot code and generated some game models and UI elements, which the developer edited and finalized before use.
Upcoming - 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.
- Five-Star Courier and the Fog That Reeks of Death
AI generated code and served as an auxiliary tool for composing background music.
Upcoming - Duel: The Game Show
AI-assisted development tools were used for the game mechanics and scripts, texts, and question catalog.
Upcoming - Nuns With Guns
AI was used to generate unspecified assets and to audit code; the disclosure does not say which assets.
Upcoming - Overlap
Generative AI tools assisted with code development; art and music are stated to be human-made.
- Shift Chess
AI assisted code completion, produced localization translations, and enhanced hand-drawn library cover art and promotional images.
Upcoming - Sketch Kingdom
AI helped write some of the game's code and find bugs.
Upcoming - PYTHON:KINGDOM WARS
Generative AI helped refine part of the logic code and the narrative descriptions.
- ぺちぺちハクスラ
AI was used for character portraits, event illustrations, some walking graphics, backgrounds, icons, voice, and parts of scripting, all developer-reviewed and edited; nothing is generated live.
Upcoming - Behind the Corner
AI generated background marketing and store assets, helped with code optimization, bug-hunting and localization, and a small number of in-game assets are AI-generated; nothing is generated live.
- Baby Peak
AI was used for brainstorming mechanics and names, and for optimizing small code snippets and organizing data; visual identity and design are stated as human-made.
Upcoming - PRIDEBLOOD -Born of Claws-
AI assisted with code generation and review, and produced base visual assets that were all reworked by hand in Aseprite and JTrim.
Upcoming - Pareidolia
Generative AI assisted with coding suggestions, debugging, optimization and technical explanations; the developer reviewed, modified, tested and integrated all code manually.
- ARCASCIAN
Generative AI was used for programming assistance and debugging; the developer states no AI-generated player-facing content is in the game.
- Open Sourcerer
Generative AI was used for first-wave localization and some software implementation using Claude Code.
- Flirt Simulator
Some code was made with pre-generated AI content, and LLMs generate real-time NPC dialogue during play based on player interactions.
Upcoming - Umbral Coterie
Much of the code was written with AI assistance under developer control; art is hand-made, with AI sometimes producing templates or patterns that are redone by hand.
- SummaGrande
AI tools (Claude, Gemini, Copilot) assisted with writing the game's source code; no visual or audio content is generated by AI at runtime.







































