This game uses AI for coding, some in-game 2D elements, and localisations.
- Creator
- Gangbusters Ltd
- Reviews
- 47
- Added
- May 23, 2026
Public Steam disclosure research 26,008 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.
This game uses AI for coding, some in-game 2D elements, and localisations.
AI-generated art objects
The game's character art and some scenes were modified and generated using AI.
Characters, monsters and capsule arts were made by AI.
Characters, monsters and capsule arts were made by AI.
English (recommended wording) We used generative AI in a limited way during the development of this app and its store presence. Store / community assets (store page presentation): We used generative AI tools to create or edit some promotional graphics used on the store page (e.g., capsule images, key art, banners). All final assets were reviewed and edited by the developer before publishing. Audio (background music): Some in-game background music (BGM) was created with the assistance of generative-AI-based tools. The final audio was reviewed and edited (and where applicable mixed/mastered) by the developer before being included in the game. Gameplay / features: The game does not include features that generate content for players in real time (e.g., AI chat or player-prompted content generation). The use of AI is limited to asset creation support during development.
We are using AI to create feature phone-style frames.
the art for the game is generated by AI
contains generative art from netwrck ra1 art generator for art
Music and some visual assets used in this experience were AI generated
Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design.
Generative AI is used in this game for the following elements: - Card illustrations - Localization text - Some parts of the program code
Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer. Live-Generated: None.
This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team.
- Character Model - UI - BGM
Burner Empire uses generative AI in the following ways: During Development Some visual assets in the game were created with the assistance of AI image generation tools. These assets were reviewed, curated, and integrated by the development team as part of the game's overall visual design. In Gameplay Burner Empire features an AI-driven bot fleet that populates the game world with computer-controlled players. These bots use a combination of scripted decision logic and AI-driven behavior modeling to simulate realistic player activity — cooking drugs, deploying dealers, traveling between districts, and engaging in PvP. The bot fleet exists to ensure the game world feels active and competitive regardless of the current number of human players online. The bot fleet is not generative AI in the traditional sense — it does not produce text, images, or creative content. It is a behavioral simulation system designed to make the multiplayer environment feel alive during off-peak hours and at launch while the player community grows. What AI Does Not Do No generative AI is used to create real-time dialogue, procedurally generate game content during play, or make decisions that affect monetization or player accounts.
AI is used to generate some art and sound during parts of development. As a solo dev this is a way for me to test gameplay easy. Translations for store pages are also made with AI
Card art Images and Hero Portraits & Items
None of the assets seen or heard in the game have been generated by AI, but AI generated images and music have been used when ideating the finished content created by humans. AI has been used to help in the coding process and localisation, but everything has been always checked (if not created) by at least one human. Localisations usually have been created by one person and checked by another to assure quality of translations.
In-game text translation Promotional images for the store page Initial concept drafts and references for in-game artwork
Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand!
All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay.
Some assets were generated using AI tools. All assets were created using a subscription service for in-game use. (BGM, 2D Art, 3D Model, UI)
Some visual assets and textures were generated using AI tools and refined by the developer.
Some prop textures for 3D assets in the game were created with the assistance of AI tools.
Assisted with coding and created images for sprites and achievements.
The achievements and images shown on the store page were generated or modified using AI
Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer.
Generative AI art is used as placeholder content until the game is further developed.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI
Some images are generated using AI.
This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation.
AI Disclosure: Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish. In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer. All final assets were reviewed, modified, and implemented by the development team.
Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay.
Some graphical assets are AI-assisted
Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance. All AI-assisted outputs are reviewed, edited, and approved by the developer before release. The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play.
When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
During the early prototyping phase, I use AI tools to visualize initial concepts and create temporary placeholders. All of these have been completely replaced in the final game with hand-crafted art created by myself and talented freelancers.
Some music and graphic assets were created using generative AI and have been reviewed and edited by our team.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
Some marketing materials, capsule icons.
AI was used to create 3D models of game units
Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality.
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players.
Some textures were created with AI, but heavily modified after.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 47 | May 23, 2026 | |
Noire Police Detective: Gangster Drama Simulator In-game content art | AI-generated art objects | Meraki Tech | - | May 23, 2026 | |
摸鱼与白日梦物语 In-game content art | The game's character art and some scenes were modified and generated using AI. | PalmFin Studio | - | May 23, 2026 | |
Lordress In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
Verse of the Hollow Oath In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
ColorRandomDefense In-game content artaudio | English (recommended wording)
We used generative AI in a limited way during the development of this app and its store presence.
Store / community assets (store page presentation): We used generative AI tools to create or edit some promotional graphics used on the store page (e.g., capsule images, key art, banners). All final assets were reviewed and edited by the developer before publishing.
Audio (background music): Some in-game background music (BGM) was created with the assistance of generative-AI-based tools. The final audio was reviewed and edited (and where applicable mixed/mastered) by the developer before being included in the game.
Gameplay / features: The game does not include features that generate content for players in real time (e.g., AI chat or player-prompted content generation). The use of AI is limited to asset creation support during development. | Jangjogyeog Company | - | May 23, 2026 | |
Revenger2 In-game content art | We are using AI to create feature phone-style frames. | nazenaninadesico | - | May 23, 2026 | |
Sharp Chess In-game content art | the art for the game is generated by AI | Melmax LLC | - | May 23, 2026 | |
Ethereal Storm In-game content art | contains generative art from netwrck ra1 art generator for art | App.nz | - | May 23, 2026 | |
Esqapes Voyages In-game content audioart | Music and some visual assets used in this experience were AI generated | AVCV | - | May 23, 2026 | |
MadCar In-game content art | Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design. | Moonforge Studio | - | May 23, 2026 | |
Caldra In-game content arttextcode | Generative AI is used in this game for the following elements:
- Card illustrations
- Localization text
- Some parts of the program code | Dolphin Star | 15 | May 23, 2026 | |
SpaceFighter - The bullet hell In-game content artcode | Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer.
Live-Generated: None. | Michał JARO Jarosiński | - | May 23, 2026 | |
答题吧!!魅魔 In-game content artaudio | This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team. | 宅友派对 | - | May 23, 2026 | |
It's too late to apologize. artaudio | - Character Model
- UI
- BGM | esinotpe | 22 | May 23, 2026 | |
BurnerEmpire Live AI art | Burner Empire uses generative AI in the following ways:
During Development
Some visual assets in the game were created with the assistance of AI image generation tools. These assets were reviewed, curated, and integrated by the development team as part of the game's overall visual design.
In Gameplay
Burner Empire features an AI-driven bot fleet that populates the game world with computer-controlled players. These bots use a combination of scripted decision logic and AI-driven behavior modeling to simulate realistic player activity — cooking drugs, deploying dealers, traveling between districts, and engaging in PvP. The bot fleet exists to ensure the game world feels active and competitive regardless of the current number of human players online.
The bot fleet is not generative AI in the traditional sense — it does not produce text, images, or creative content. It is a behavioral simulation system designed to make the multiplayer environment feel alive during off-peak hours and at launch while the player community grows.
What AI Does Not Do
No generative AI is used to create real-time dialogue, procedurally generate game content during play, or make decisions that affect monetization or player accounts. | 44G | - | May 23, 2026 | |
Swarmbreak In-game content artaudiotext | AI is used to generate some art and sound during parts of development. As a solo dev this is a way for me to test gameplay easy.
Translations for store pages are also made with AI | CallOfPort | - | May 23, 2026 | |
Spire of Ash In-game content art | Card art Images and Hero Portraits & Items | Aaron Lilla | 120 | May 23, 2026 | |
1001 Cats: Purrsian Nights In-game content codetextartaudio | None of the assets seen or heard in the game have been generated by AI, but AI generated images and music have been used when ideating the finished content created by humans.
AI has been used to help in the coding process and localisation, but everything has been always checked (if not created) by at least one human. Localisations usually have been created by one person and checked by another to assure quality of translations. | Secret Snack Studio | - | May 23, 2026 | |
FileTowerDefence In-game content textart | In-game text translation
Promotional images for the store page
Initial concept drafts and references for in-game artwork | StudioYun | - | May 23, 2026 | |
Agraria In-game content artaudio | Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand! | Possibly Huge | - | May 23, 2026 | |
Treasure Hunt - Kids In-game content artcodeaudio | All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay. | Steven Fenner | - | May 23, 2026 | |
Solitary Astral Voyage In-game content audioart | Some assets were generated using AI tools.
All assets were created using a subscription service for in-game use.
(BGM, 2D Art, 3D Model, UI) | Cruel Light | - | May 23, 2026 | |
Quantum Agent In-game content art | Some visual assets and textures were generated using AI tools and refined by the developer. | Hougo Entertainment llc | - | May 23, 2026 | |
The Tape: Origins In-game content art | Some prop textures for 3D assets in the game were created with the assistance of AI tools. | Alex X | - | May 23, 2026 | |
Line Go Up In-game content artcode | Assisted with coding and created images for sprites and achievements. | Jerzyn Games | - | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Egg Hunter In-game content art | Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer. | Feldt Games | - | May 23, 2026 | |
Cheffed In-game content art | Generative AI art is used as placeholder content until the game is further developed. | Phalistafer | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
Sopwith In-game content art | Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI | Lemoine Yann | 19 | May 23, 2026 | |
Close For The Night Store/marketing art | Some images are generated using AI. | ONLYGAMES S.R.L | - | May 23, 2026 | |
Dali’s Discovery In-game content art | This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation. | Dali Studios | - | May 23, 2026 | |
Demon Castle Survivor In-game content art | AI Disclosure:
Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content. | Retired Dev | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Pass the Bomb : Runner In-game content artaudio | Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish.
In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer.
All final assets were reviewed, modified, and implemented by the development team. | HOPIN | - | May 23, 2026 | |
Void Light In-game content artaudio | Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay. | Level 3 Dev | - | May 23, 2026 | |
Incremental Stand In-game content art | Some graphical assets are AI-assisted | Huhi Games | - | May 23, 2026 | |
Football Conquerors In-game content artaudiotextcode | Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance.
All AI-assisted outputs are reviewed, edited, and approved by the developer before release.
The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play. | Ravencorwind | - | May 23, 2026 | |
Fengshua Farm Story In-game content art | When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5. | Tengshe Priest | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
9 Layers of Hell Dev only art | During the early prototyping phase, I use AI tools to visualize initial concepts and create temporary placeholders. All of these have been completely replaced in the final game with hand-crafted art created by myself and talented freelancers. | Sleepy Owl Games | - | May 23, 2026 | |
Office Leveling In-game content artaudio | Some music and graphic assets were created using generative AI and have been reviewed and edited by our team. | DiceNook | - | May 23, 2026 | |
Sin And Serve In-game content arttext | Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players. | Forgotten Cartridge | - | May 23, 2026 | |
The Creator: Live Together In-game content art | Some marketing materials, capsule icons. | Mark Miller | - | May 23, 2026 | |
Tartaria: Frozen Frontier In-game content art | AI was used to create 3D models of game units | Rubedo Games | - | May 23, 2026 | |
Filter Mode: Color Booster | Live Wallpaper | Eye Protection & Color Blindness In-game content arttext | Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality. | istenen | - | May 23, 2026 | |
Conquerors: Domination Store/marketing art | Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play. | Cody Harker | - | May 23, 2026 | |
Island of mech 机械岛 In-game content art | AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players. | xhhgames | - | May 23, 2026 | |
Cubepathy In-game content art | Some textures were created with AI, but heavily modified after. | Nick March | - | May 23, 2026 |