The music and majority of the code was make by AI. Code by Grok Music by Sonauto
- Creator
- CaljDev
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,519 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.
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Interactive or runtime AI features disclosed by the developer.
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The music and majority of the code was make by AI. Code by Grok Music by Sonauto
This game uses generative tools for art and audio.
Some arranged versions of the background music include sounds generated with AI assistance. All original compositions and other content, including graphics and game design, were created entirely by the developer.
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
This game uses generative tools for art and audio.
Anchored Protocol uses generative AI throughout its development and gameplay: • Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping. • During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different. We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything inappropriate, please report it via https://aako.world/support
The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
RogueQuest was made by a solo developer with the help of generative AI across most of its production: artwork (character portraits, environments, card illustrations), code (written collaboratively with AI coding assistants), and music/sound. Game design, writing, curation, and final decisions are made by a human. All AI-generated assets are pre-generated and shipped as static content. The game does not call any AI services while you play.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team.
This games uses generative AI for music, few artworks and some artwork modifications.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience.
Radio voiceovers were made using AI.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms.
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends.
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements. All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game.
Some background music in this game was generated using Google Gemini Lyria 2. Gameplay, characters, story, and UI are human-made.
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
Some of the in-game audio (speech and radio music) is partly AI generated.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music. The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content. AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent.
This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay.
Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio.
Official AI Usage Statement: Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates. The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play.
The Music and some of the Paintings in the Houses are A.I. Generated
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
This game features graphical and audio assets that were built using artificial intelligence.
Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer.
Loopfall uses generative AI for select shipped content: • Music — created in collaboration with ElevenLabs. • Sound effects — generated with ElevenLabs Sound Effects. • Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API. All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release.
Nothing is outside the scope of AI usage. Images were generated with an AI workflow. Sounds are free and edited. Code includes consultation with free tier LLMs.
This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency.
Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original.
This game uses generative AI tools in part for creating UI character images and music. These assets are further edited and refined by the developer before being implemented into the final game content. No AI-generated content is created in real time during gameplay.
his game uses generative AI in the following areas: 🎵 Music: Portions of the game's original soundtrack were composed using generative AI tools. 🎙️ Voice Acting: Character dialogue is performed using AI-generated voices. All dialogue, script, and performance direction were written and directed by the development team. All AI-generated content was reviewed, edited, and approved by the developers before inclusion in the final game.
AI-generated audio resources
The dubbing was done using AI
Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
In The Roots Of The Mountain In-game content audiocode | The music and majority of the code was make by AI.
Code by Grok
Music by Sonauto | CaljDev | - | May 23, 2026 | |
Crownborne In-game content artaudio | This game uses generative tools for art and audio. | LumenStudio | - | May 23, 2026 | |
MUGI In-game content audio | Some arranged versions of the background music include sounds generated with AI assistance. All original compositions and other content, including graphics and game design, were created entirely by the developer. | 反動のゲームちゃんねる | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
The Server In-game content artaudio | This game uses generative tools for art and audio. | LumenStudio | - | May 23, 2026 | |
Anchor Protocol Live AI artaudiotext | Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support | Aako Inc | - | May 23, 2026 | |
Harvestide In-game content artaudio | The game uses AI to generate image and audio resources, thereby providing a rich array of playable content. | Kang Jie | - | May 23, 2026 | |
Grim Dice In-game content audioart | Generative artificial intelligence was partially used to create the game’s soundtrack and graphics | ZFteam | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | May 23, 2026 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
Rogue Quest In-game content artaudiocode | RogueQuest was made by a solo developer with the help of generative AI across most of its production: artwork (character portraits, environments, card illustrations), code (written collaboratively with AI coding assistants), and music/sound. Game design, writing, curation, and final decisions are made by a human. All AI-generated assets are pre-generated and shipped as static content. The game does not call any AI services while you play. | Curds & Crowns | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | May 23, 2026 | |
Scum's Errand In-game content artaudio | AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team. | Pedro Sgobin | - | May 23, 2026 | |
Richer than the King In-game content audioart | This games uses generative AI for music, few artworks and some artwork modifications. | Arcade96 | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Heart Duels In-game content artaudio | Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience. | Encased Heart | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
Corrupt Knight Unclear artaudiocode | Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms. | Eyüp Sarım | - | May 23, 2026 | |
雪骑:怪力,大头,双马尾 In-game content artaudio | This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services. | POPO | - | May 23, 2026 | |
About Thieves In-game content artaudio | Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends. | Little Beetle | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
Hollow Descent In-game content artaudio | This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements.
All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game. | Hollow Descent Studio | - | May 23, 2026 | |
爆走!ランデブー In-game content audio | Some background music in this game was generated using Google Gemini Lyria 2. Gameplay, characters, story, and UI are human-made. | datsusara_aki | - | May 23, 2026 | |
We Die Below In-game content artaudiotext | Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality. | FourFootOne Games | - | May 23, 2026 | |
Happy Country In-game content audio | Some of the in-game audio (speech and radio music) is partly AI generated. | Bugshell Entertainment | - | May 23, 2026 | |
Rescue Guys - Firefighters Simulator In-game content artaudio | Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools. | Digital Melody | - | May 23, 2026 | |
Every Legend Live AI textartaudio | Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music.
The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content.
AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent. | VeDoN | - | May 23, 2026 | |
The Frontrooms In-game content audio | This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay. | Carbonated Rabbit | - | May 23, 2026 | |
The Last Elf In-game content audiotext | Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio. | Conteza LLC | - | May 23, 2026 | |
Century’s End Awakening In-game content audio | Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process. | 卜帆菌 | - | May 23, 2026 | |
CyberDeck In-game content artaudiotextcode | CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play. | CyberSprawl Studios | - | May 23, 2026 | |
EMZOMBED 2 In-game content audioart | The Music and some of the Paintings in the Houses are A.I. Generated | Archor Wright | - | May 23, 2026 | |
Against the Dark Moon In-game content artaudio | Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build. | Orthus Games | - | May 23, 2026 | |
Soul Diagnosis In-game content artaudio | This game features graphical and audio assets that were built using artificial intelligence. | The J and J Show | - | May 23, 2026 | |
The Lifeline In-game content audio | Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay. | Penche Software | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
PULSARI In-game content audio | At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play. | Critics Arcade | - | May 23, 2026 | |
ComboChain Pulse In-game content artaudio | Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer. | DaminDesign | - | May 23, 2026 | |
Loopfall In-game content audiotext | Loopfall uses generative AI for select shipped content:
• Music — created in collaboration with ElevenLabs.
• Sound effects — generated with ElevenLabs Sound Effects.
• Localization — store text and in-game UI strings are translated from English to 14 other languages via the Anthropic Claude API.
All AI-generated content is pre-rendered and baked into the build — no live AI runs at runtime. Every asset is licensed under each provider's commercial-use terms and was reviewed by the developer before release. | Lukas Korba | - | May 23, 2026 | |
Nursing Simulator—Code Ube In-game content artaudiocode | Nothing is outside the scope of AI usage. Images were generated with an AI workflow. Sounds are free and edited. Code includes consultation with free tier LLMs. | Mobile Nursing LLC | - | May 23, 2026 | |
Night Record: Thin Walls In-game content artaudio | This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency. | Althera Studio | - | May 23, 2026 | |
AI Apocalypse In-game content artaudio | Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original. | Scuffed Studios | - | May 23, 2026 | |
Gear Notes -ogre slayer- In-game content artaudio | This game uses generative AI tools in part for creating UI character images and music.
These assets are further edited and refined by the developer before being implemented into the final game content.
No AI-generated content is created in real time during gameplay. | GraphicLatte | - | May 23, 2026 | |
Mafia Boss Simulator In-game content audiotext | his game uses generative AI in the following areas:
🎵 Music: Portions of the game's original soundtrack were composed using generative AI tools.
🎙️ Voice Acting: Character dialogue is performed using AI-generated voices. All dialogue, script, and performance direction were written and directed by the development team.
All AI-generated content was reviewed, edited, and approved by the developers before inclusion in the final game. | magicprostudio | - | May 23, 2026 | |
MeowRig Unclear audio | AI-generated audio resources | PotionWorks | - | May 23, 2026 | |
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
Happy Lane: The Threshold In-game content audioart | Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored. | Rover Studio | - | May 23, 2026 |