Steam games that use AI for writing
Every game whose Steam AI disclosure mentions AI in its story, dialogue, item and quest text: generated, assisted, or mentioned without detail.
- Highway Formosa
Generative AI made some in-game visual assets, store and promotional artwork, and store description text and translations, all generated in advance.
- 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.
- Idle Gas Station Tycoon
Code and in-game text were written with an AI assistant; visuals, sound effects and music are procedural, with no AI art, voice or music and no live generation.
- 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.
- 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.
- Slaskescape 2
AI created music, selected sound effects and promotional artwork, and assisted with written content and translations; nothing is generated during gameplay.
- Last House Standing
AI translated the game into its languages, polished Dr. Ferrán's dialogue in each language, and polished the Steam description; original lines were human-written in Spanish.
- 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.
- 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.
- 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.
- Deckbound
Generative AI helped write card, item and enemy descriptions and produce pixel artwork, all hand-reviewed and edited; nothing is generated during play.
- Halmweit
AI helped with writing texts, translating, and programming, with the developer deciding what ships; music is human-composed and nothing is generated during play.
- 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.
- 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.
- O'BLOCK
Code, in-game writing and store text were written with an AI assistant and edited; wallpapers and store art panels were AI-generated; in-game art and sound are procedural.
- 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.
- A Hoard in Order
Generative AI was used during development of this game, but the disclosure does not say which parts were AI-made.
- Magehold Fairwinds
AI tools assisted with some of the game's art and writing.
- 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.
- Six-Leaf Clover Hunt
AI wrote the game's code, Blender scripts, in-game and store text, and translations into 10 languages; visuals were made without AI, audio is CC0 recordings, and nothing is generated at runtime.
- PALJA Survivors
Generative AI was used extensively for artwork, music, sound effects, text, localization, and Steam store page assets and marketing materials.
- 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.
- Dodo Zombies
The developer states the game was made solo with the help of AI, without naming which parts of the game used it.
- 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.
- Terra Machina
Generative AI made pre-generated visual assets, music, some sound effects, and text and translations, which were selected and edited; nothing is generated during play.
- Veins of the Sleeping Moon
Generative AI helped create character, environment, item and UI art, store artwork, and parts of the story and localization; nothing is generated during play.
- STICKSHOT: Comic War
Claude generated the code, procedural 3D models, levels, effects, in-game music, some UI art, store assets and translations; Gemini made menu music; ElevenLabs made voices; sound effects are recordings.
- W DoBark
AI tools (Claude, Gemini, Codex) helped write and debug code and draft text, which the team reviewed, edited and integrated.
- Phantom Fleet
AI assisted card art, icons, UI, backgrounds, textures, some effects, in-game descriptions and store text; music and sound effects come from AI-assisted synthesis code; nothing generated at runtime.
- Tsudoi
Store page text, UI labels and menus, and the English translation were AI-drafted then human-edited; AI coding assistants were used; art, models, textures and sounds are not AI-generated.
- It'll Hold
Some artwork and text began as generative AI output and were then hand-edited; nothing is generated during play.
- Restore the Luminous
Card and leader illustrations, character voices and BGM are AI-generated and curated by the team; some in-game text is AI-drafted and reviewed; some opponent AI uses an external service to pick moves.







































