Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface.
- Creator
- Kavari Studio
- Reviews
- -
- Added
- Oct 8, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface.
AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay.
It has been used in the page visuals and logo.
The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play.
Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
Generative AI was used during development to create character, environment artwork, and illustrated UI elements. Localization was AI-translated and separately AI-reviewed.
This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands.
The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play.
I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people.
This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service.
Some sound effects and images were created with the help of AI tools.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports. 2D assets: mix between AI and an Actual Human Designer and Artist. Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs. Music: Pixabay tracks.
Generative AI was used as part of the creative process to assist in the creation of some artwork and visual assets used in the game and its marketing materials.
Cover art made with the help of AI tools.
Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs.
1.The art of Capsule Library images 2.game ui
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Some of the artwork (including store art) and the music were created with the help of generative AI tools, then selected and edited by the developer. Translations were also prepared with AI assistance. No AI content is generated while you play.
Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool. The game does not generate any content with AI during gameplay.
Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay.
All images on the Steam page were created using AI.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play.
Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
The background images and horses pictures are pre-rendered AI art
The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service. The music is synthesized from hand-written scores and is not AI audio.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Taskbar Cat uses pre-generated AI-assisted artwork, cat and prop animation sprites, some cat sound effects, and promotional artwork. These assets were edited and assembled during development. The game does not generate AI content or connect to an AI service during gameplay.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
ColdBurn contains certain artwork and visual assets created with the assistance of generative artificial intelligence tools. Generative AI was used during development to help create and refine selected game artwork, In-Game and Store Page Translations, as well as certain promotional and marketing visuals. All AI-assisted assets were reviewed, selected, and incorporated into the game by the developer. Generative AI is not used to generate new content dynamically during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
Base matter does not use AI within the game itself. Some marketing materials and images on the store page have AI used as a general editing tool.
Some visuals generated with AI assistance
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play.
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer.
Generative AI was used to help create some images on the Steam store page and some visual assets and objects in the game. AI tools also assisted with debugging during development. The game does not generate AI content during play.
Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay.
AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Retro Racers In-game content art | Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface. | Kavari Studio | - | Oct 8, 2026 | |
Up & Over In-game content arttext | AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay. | PlayCraft Games | - | Oct 8, 2026 | |
Chained Pirates Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 7, 2026 | |
Don't Rob My Dungeon In-game content artaudio | The pixel art was created with the help of AI image tools, then cleaned up, animated and assembled by hand. Sound effects and music were made with AI audio tools and edited for the game. Nothing is generated by AI while you play. | Highlander Interactive | - | Oct 7, 2026 | |
Sort Them Dice In-game content arttext | Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay. | Dice Dice Dice | - | Oct 7, 2026 | |
Monsters, Inn Order! In-game content arttext | Generative AI was used during development to create character, environment artwork, and illustrated UI elements. Localization was AI-translated and separately AI-reviewed. | Monsters, Inn Order! | - | Oct 7, 2026 | |
Orange Braincell In-game content artaudiotextcode | This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands. | Artur Latkovsky | - | Oct 7, 2026 | |
Up the Great Oak In-game content arttext | The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play. | Andrey Drobovich | - | Oct 7, 2026 | |
Scrap Horizon In-game content artaudiotext | I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people. | Kattwinkel IT & Games | - | Oct 7, 2026 | |
Desk Pixie In-game content arttextcode | This game uses Generative AI tools during development to assist with asset, text, or code generation. All AI-generated content has been manually reviewed, edited, and integrated by the developers. | ByndWalker | - | Oct 7, 2026 | |
破铜烂铁 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Oct 7, 2026 | |
Junk Rocket Party In-game content artaudiocodetext | This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service. | TOWA YOSHIDA | - | Oct 7, 2026 | |
Cryptward Online In-game content artaudio | Some sound effects and images were created with the help of AI tools. | Taverna Games | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
Realm Live AI artaudio | Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision. | Realm | - | Oct 7, 2026 | |
Afterpub Live AI artaudiotext | 3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks. | ZEXP | - | Oct 7, 2026 | |
Heroes vs Orcs: Tower Defense In-game content art | Generative AI was used as part of the creative process to assist in the creation of some artwork and visual assets used in the game and its marketing materials. | Thetis Games | - | Oct 7, 2026 | |
Grog & Grudges Store/marketing art | Cover art made with the help of AI tools. | Akin Games | - | Oct 7, 2026 | |
Desert Springs In-game content artcode | Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs. | Robo Sombrero Studios | - | Oct 7, 2026 | |
挂机传奇 Store/marketing art | 1.The art of Capsule Library images
2.game ui | IdleForge Studio | - | Oct 7, 2026 | |
Caçarola In-game content artaudiotext | During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running. | dotsmith | - | Oct 7, 2026 | |
The Fog & Flask In-game content artaudiotext | Some of the artwork (including store art) and the music were created with the help of generative AI tools, then selected and edited by the developer. Translations were also prepared with AI assistance. No AI content is generated while you play. | RedRock Games | - | Oct 7, 2026 | |
Blightline: Tower Defense In-game content arttextaudio | Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool.
The game does not generate any content with AI during gameplay. | Erdun Studio | - | Oct 7, 2026 | |
BOOMSWEEPER In-game content artaudiotext | Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Biggietronics | - | Oct 7, 2026 | |
TINY TIMBER TOWERS Store/marketing art | Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay. | ADIIGO GAMES | - | Oct 7, 2026 | |
Little Spring Store/marketing art | All images on the Steam page were created using AI. | LazyKraken | - | Oct 7, 2026 | |
Arche PG In-game content artaudio | Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play. | Battle Of Plans | - | Oct 7, 2026 | |
Iwanu Ga Hana In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
Horde Lab In-game content artaudiotext | AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play. | MurzaGames | - | Oct 7, 2026 | |
The Debt of Chronos In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players. | NozKaia Games | - | Oct 7, 2026 | |
After Troy In-game content art | The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release. | Ruben Van Den Broucke | - | Oct 7, 2026 | |
Chronime Puzzle: Horses In-game content art | The background images and horses pictures are pre-rendered AI art | Quantum Quiver Games | - | Oct 7, 2026 | |
Waxpack In-game content art | The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service.
The music is synthesized from hand-written scores and is not AI audio. | Cedarlight Studios | - | Oct 7, 2026 | |
Deckbound In-game content arttext | Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time. | Yuri Murray-Alves | - | Oct 7, 2026 | |
Taskbar Cat In-game content artaudio | Taskbar Cat uses pre-generated AI-assisted artwork, cat and prop animation sprites, some cat sound effects, and promotional artwork. These assets were edited and assembled during development. The game does not generate AI content or connect to an AI service during gameplay. | nxrankstudio | - | Oct 7, 2026 | |
ASTERIS In-game content artaudiotext | Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running. | ARCENCIEL | - | Oct 7, 2026 | |
ColdBurn In-game content arttext | ColdBurn contains certain artwork and visual assets created with the assistance of generative artificial intelligence tools. Generative AI was used during development to help create and refine selected game artwork, In-Game and Store Page Translations, as well as certain promotional and marketing visuals.
All AI-assisted assets were reviewed, selected, and incorporated into the game by the developer. Generative AI is not used to generate new content dynamically during gameplay. | Chunki Interactive | - | Oct 7, 2026 | |
Supreme Front In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game. | AI Games SA | - | Oct 7, 2026 | |
Punk Dog Wars MOBA 2D In-game content artaudiotext | Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play. | Westie Game Studios | - | Oct 7, 2026 | |
Base Matter Store/marketing art | Base matter does not use AI within the game itself.
Some marketing materials and images on the store page have AI used as a general editing tool. | Mistline Media | - | Oct 7, 2026 | |
Crack the Bills Unclear art | Some visuals generated with AI assistance | Smubu | - | Oct 7, 2026 | |
Apex Armada In-game content artaudiocode | As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game. | Max Q Games | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
Needle: The 1% Challenge In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 7, 2026 | |
Swarm Below In-game content artaudiotext | Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play. | Swarm Below | - | Oct 7, 2026 | |
Cell Dominion In-game content art | AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game. | Angry Pebble | - | Oct 7, 2026 | |
東方棄珠録 In-game content art | Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer. | ノーズアンダーザブラック | - | Oct 7, 2026 | |
Fungal Field In-game content art | Generative AI was used to help create some images on the Steam store page and some visual assets and objects in the game. AI tools also assisted with debugging during development. The game does not generate AI content during play. | Devhuub | - | Oct 7, 2026 | |
Left! Left! LEFT! Store/marketing art | Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay. | Stellux Interactive | - | Oct 7, 2026 | |
Common Darkness In-game content artaudiotext | AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page. | One More Turn Games | - | Oct 7, 2026 |