Some visual and audio assets in the game were created or assisted using AI tools during development. These assets were further refined and integrated by the developer to ensure consistency and quality.
- Creator
- ELVA
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,992 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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some visual and audio assets in the game were created or assisted using AI tools during development. These assets were further refined and integrated by the developer to ensure consistency and quality.
Some in-game video content was created with the assistance of AI generation tools.
Some in-game visuals and video content were created with the assistance of AI generation tools.
Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools.
All images in the game, as well as on the store page, were generated using AI.
This game uses generative AI in the creation of some promotional image assets used on its store page. The use of generative AI is limited to store page materials and is not included in the actual game content.
In this game, the developer uses AI tools in the creation of the following pre-generated content that players see: 1. Artwork: Image assets used on the store page and in the Steam library (capsule images, header images, etc.) and promotional materials. 2. Text: In-game text, store page descriptions, and their multilingual translations.
CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer.
Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed. Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated. Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers. The core game design, gameplay logic, and final integration were all completed manually.
Some visual assets in this game were created with the assistance of AI-generated imagery tools during production.
Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted.
No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
Some portions of a few 2D graphics were based off AI Generation before modifying.
Some visual assets in the game, including promotional images and artwork, were created or assisted using AI tools. All assets were reviewed and adjusted before use.
Some visual assets were created using generative AI and reviewed by the developer.
Artificial intelligence was used to create icons and sound effects.
Some minor sprites were AI-generated by the developer and then manually edited.
Auction House features artwork developed with generative AI.
Currently only AI generated item is the Store graphics. It is, however, intended in the future for the game itself to contain AI generated graphics as well.
Generative AI was used solely to create promotional artwork and store banners.
During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content.
Some store/library page assets were created/modified with the assistance of AI tools.
All images in the game, as well as on the store page, were generated using AI.
How does this game use generative AI? -Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes. -Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style.
Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement. TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content. No other content in TRIMSON uses generative AI.
Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI.
AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game.
Some content in this game was created with the assistance of generative AI tools, including: game artwork (ChatGPT/DALL-E), background music (Suno AI), and some text content (Claude AI). All AI-generated content has been reviewed and adjusted by the developer.
Many graphic resources were created using AI.
As a solo developer I chose to use AI generation for my UI elements and Main menu artwork.
Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers. The user interface was created using non-AI assets and implemented by the development team.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
Code, images, and text content are generated with AI assistance.
Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime.
Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts.
Used GenAI for the trailer, code, assets.
AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements. All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer.
AI was used to generate the icon.
I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art. A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition. I also have a no AI assets switch in Settings to toggle off generated content if you prefer.
How I use AI: To have it translated. To have it coded. To have the Impressionist-style-like paintings I painted transformed into accurate, precise images. To have the songs I composed enhanced with various instruments.
Some localization texts and 1 image were created with the assistance of AI tools.
AI was used to create an image
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
Our team uses generative AI tools to assist in the development of certain game assets.
※テーマソング、背景画像にAIを使用しています。
Some visual assets were created with the assistance of AI image generation tools during development.
Part of the promotional content uses generative ai.
Mix a Meow uses AI generation tools to create some assets, including character illustrations, icons, music, and sound effects. All character concepts and design directions were crafted by the developer; AI was used as a tool to bring them to life. No content is generated by AI during gameplay — all AI-assisted assets were reviewed and finalized by the developer before release.
This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Blinking Room In-game content artaudio | Some visual and audio assets in the game were created or assisted using AI tools during development. These assets were further refined and integrated by the developer to ensure consistency and quality. | ELVA | - | May 23, 2026 | |
Dead Reckoning: Reborn In-game content art | Some in-game video content was created with the assistance of AI generation tools. | LinearGame Pte. Ltd | - | May 23, 2026 | |
Star Junkers In-game content art | Some in-game visuals and video content were created with the assistance of AI generation tools. | LinearGame LTD. PTE. | - | May 23, 2026 | |
Void Balls In-game content artaudio | Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools. | LoopedInGames | - | May 23, 2026 | |
KINGDOM RULES In-game content art | All images in the game, as well as on the store page, were generated using AI. | SmogGames | - | May 23, 2026 | |
Lunyatic Invaders In-game content art | This game uses generative AI in the creation of some promotional image assets used on its store page.
The use of generative AI is limited to store page materials and is not included in the actual game content. | kanajalab | - | May 23, 2026 | |
Ouroboros Solitaire In-game content arttext | In this game, the developer uses AI tools in the creation of the following pre-generated content that players see:
1. Artwork: Image assets used on the store page and in the Steam library (capsule images, header images, etc.) and promotional materials.
2. Text: In-game text, store page descriptions, and their multilingual translations. | IS Product | - | May 23, 2026 | |
CARGO CRUSH ZERO In-game content artaudio | CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer. | MIKADO WORKS | - | May 23, 2026 | |
CatToySimulator In-game content artaudiocode | Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed.
Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated.
Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers.
The core game design, gameplay logic, and final integration were all completed manually. | YellowDaGame | - | May 23, 2026 | |
民国诡事相簿 In-game content art | Some visual assets in this game were created with the assistance of AI-generated imagery tools during production. | LinearGame Pte. Ltd. | - | May 23, 2026 | |
Defense of Kyrath In-game content artaudio | Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted. | Frosty Wren Studios | - | May 23, 2026 | |
Battle For Lumani In-game content artaudio | No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release. | Gary Dawkins | - | May 23, 2026 | |
Darkest Path Dev only art | AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists. | MegaKil Studios | - | May 23, 2026 | |
The Kings Game: Through the Veil In-game content art | Some portions of a few 2D graphics were based off AI Generation before modifying. | Sonar Games | - | May 23, 2026 | |
Jumppass 2 Store/marketing art | Some visual assets in the game, including promotional images and artwork, were created or assisted using AI tools. All assets were reviewed and adjusted before use. | doabb | - | May 23, 2026 | |
Jumppass In-game content art | Some visual assets were created using generative AI and reviewed by the developer. | doabb | - | May 23, 2026 | |
Creepy Scary In-game content artaudio | Artificial intelligence was used to create icons and sound effects. | SoerGameStudio | - | May 23, 2026 | |
Toxic Corp In-game content art | Some minor sprites were AI-generated by the developer and then manually edited. | Yes Men Studios LLC | - | May 23, 2026 | |
Space Guild In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
Match Deck: Football In-game content art | Currently only AI generated item is the Store graphics.
It is, however, intended in the future for the game itself to contain AI generated graphics as well. | One Joyful Day | - | May 23, 2026 | |
NIGHTMARE OF THE FOREST Store/marketing art | Generative AI was used solely to create promotional artwork and store banners. | Mafia Entertainment Studios | - | May 23, 2026 | |
Star Array In-game content arttext | During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content. | 闲造工作室 | - | May 23, 2026 | |
SUBFLOOR Store/marketing art | Some store/library page assets were created/modified with the assistance of AI tools. | Silkqy | - | May 23, 2026 | |
RED PROTOCOL In-game content art | All images in the game, as well as on the store page, were generated using AI. | RedYellowGreenGames | - | May 23, 2026 | |
Sylv and the Ancient Tree In-game content audioart | How does this game use generative AI?
-Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes.
-Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style. | Kelkorne | - | May 23, 2026 | |
Trimson In-game content audioart | Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement.
TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content.
No other content in TRIMSON uses generative AI. | William Orr | - | May 23, 2026 | |
BUTTON Store/marketing art | Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI. | YOUng Games | - | May 23, 2026 | |
Dendrophobia Dev only art | AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game. | Meowrizon Studio | - | May 23, 2026 | |
Castle of Lies: Fate's Roll 謊言之堡:命運骰局 In-game content artaudiotext | Some content in this game was created with the assistance
of generative AI tools, including: game artwork (ChatGPT/DALL-E),
background music (Suno AI), and some text content (Claude AI).
All AI-generated content has been reviewed and adjusted by the developer. | Liang Yu Chen | - | May 23, 2026 | |
Jeo-seung Bus : Underworld Bus In-game content art | Many graphic resources were created using AI. | Hoon Arcade | - | May 23, 2026 | |
Seed Defender In-game content art | As a solo developer I chose to use AI generation for my UI elements and Main menu artwork. | Bushwookie | - | May 23, 2026 | |
PROJECT: OJISAN In-game content art | Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers.
The user interface was created using non-AI assets and implemented by the development team. | MUC GAMES | - | May 23, 2026 | |
Cast & Conquer In-game content art | We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding. | AnnexAlea | - | May 23, 2026 | |
䁛𩲏模拟器——你身边的鬼故事合集 In-game content codearttext | Code, images, and text content are generated with AI assistance. | 整个好活 | - | May 23, 2026 | |
Dice Tavern: Farkle Roguelike In-game content art | Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime. | Cavi Studio | - | May 23, 2026 | |
Iron Bird In-game content arttext | Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts. | Wonder Road | - | May 23, 2026 | |
Founders Save The World Store/marketing artcode | Used GenAI for the trailer, code, assets. | Sanjay Kumar Rajpoot | - | May 23, 2026 | |
Barely a Hero In-game content textartaudio | AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements.
All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer. | Adorable Abyss Studio | - | May 23, 2026 | |
Bladebound In-game content art | AI was used to generate the icon. | ZeroSeven | - | May 23, 2026 | |
Sphere TD In-game content artaudio | I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art.
A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition.
I also have a no AI assets switch in Settings to toggle off generated content if you prefer. | Standard Issue Games | - | May 23, 2026 | |
BEAUTY OR THE BEAST Dev only textcodeartaudio | How I use AI:
To have it translated.
To have it coded.
To have the Impressionist-style-like paintings I painted transformed into accurate, precise images.
To have the songs I composed enhanced with various instruments. | YOSKEANS | - | May 23, 2026 | |
Iskarn In-game content textart | Some localization texts and 1 image were created with the assistance of AI tools. | Iskarn | - | May 23, 2026 | |
Hyper-Drive Unclear art | AI was used to create an image | Beowolf Games | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | May 23, 2026 | |
Barbecue Unclear artaudiotext | Our team uses generative AI tools to assist in the development of certain game assets. | WMB | 28 | May 23, 2026 | |
もじみち Store/marketing audioart | ※テーマソング、背景画像にAIを使用しています。 | namimon | - | May 23, 2026 | |
Emberlorn Dev only art | Some visual assets were created with the assistance of AI image generation tools during development. | Hudson Borges | - | May 23, 2026 | |
Ultimate super boy 超级至尊男孩 Store/marketing art | Part of the promotional content uses generative ai. | WaterGames | - | May 23, 2026 | |
쓰까냥 (Mix a Meow) In-game content artaudio | Mix a Meow uses AI generation tools to create some assets, including character illustrations, icons, music, and sound effects. All character concepts and design directions were crafted by the developer; AI was used as a tool to bring them to life. No content is generated by AI during gameplay — all AI-assisted assets were reviewed and finalized by the developer before release. | BLANK ANSWER | - | May 23, 2026 | |
Jackpot Colosseum In-game content art | This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores. | Wumbo Games | - | May 23, 2026 |