AI was used to write some lines of code, and improve functionality in some code.
- Creator
- Remmer
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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.
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Interactive or runtime AI features disclosed by the developer.
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AI was used to write some lines of code, and improve functionality in some code.
logo created by ai,Use AI to pre-generate and package code with encryption algorithms
Our game utilizes AI in several ways. We generated some concept art using AI, which helped shape the visual direction of the game. Additionally, we partially used AI for translation tasks to ensure a broader audience can enjoy the game. AI also assisted us in some coding tasks, streamlining development and allowing us to focus on crafting a better gameplay experience.
We used AI as a tool during development to help generate some parts of the code and certain visual assets. However, there is no active or functional AI system used within the game itself. AI was only used in the production process, not as part of the gameplay or game mechanics.
The development of this game was greatly supported by AI tools, such as ChatGPT for coding, image recognition, and drafting the store description. Additionally, AI-generated portraits (originally published and downloadable on Bilibili) are used as background images in the AI Portraits series.
Coding assistance
Players are able to have free-form conversations with NPCs. We also use generative AI for item data, quest generation, NPC memory and decision-making, crafting recipes, in-game events, game logic, and more.
AI tools were used to assist with dialogue writing and software development. All AI-generated content was reviewed and curated by developers before inclusion in the final game.
Some C# code was developed with assistance from ChatGPT and Claude.
AI was used to generate reference images and as a code assistant.
Generative AI products such as Github Co-pilot and ChatGPT were used to assist in the debugging and testing of code. However, all creative aspects of programming were manually written. Generative AI with open-source public licensing was used to create concept art and draft marketing material which was then manually modified for production with Aesprite, Photoshop, and Canva. None of the content used within the game or marketing materials violate existing copyright or impersonate living persons.
During development AI was used for : - Images for 3D texturing - SFX generation - Parts of code
We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows: Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic. Translation & Localization: To provide immediate accessibility to a global audience, the initial game text and localization have been generated using AI. While this allows us to support multiple languages from day one, we recognize that it may lack perfect nuance. Following the release, we plan to actively refine and improve these translations through community feedback and collaborative proofreading. Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics. In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review.
Promotional materials and also all of the code
Flag Clicker utilizes advanced artificial intelligence to assist in content creation and programming. Through the use of AI algorithms, certain aspects of the game are optimized. This technology allows us to continually enhance the player experience and introduce innovative features while leveraging the creativity and expertise of our development team.
Generative AI helped our indie development team generate code, environmental concept art, and 3D assets.
As a team of 2 we have utilized AI in our early development stages, including some concepts, logo design, coding, 3D models and music. Most of these assets are considered placeholder content, helping us get the fastest ideas in while we work on other subjects. Most AI generated content have/will be replaced or reworked into more refined pieces for the final product.
I use AI-enhanced programming for game scripts and shaders. I do not use AI generation for audio or visual assets. I do use 3rd party assets that may themselves contain other AI generated assets.
AI is used to generate code and graphics for the game
Use Buildbox 4's AI Assistant to create your own game! The AI Assistant can help design your world, select and place assets, and even write code to bring your ideas to life!
ai used to aid in generating store text and in-game code
All voice acting is AI generated. Significant parts of the code were written with the help of AI.
Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers.
Some code, art, and text-based content were made with AI assistance.
AI was used to help generate textures and background images. AI also assisted with coding.
Only a small amount of non-core code and the melody of the opening theme in this game are generated by AI; no AI technology is used for the core creative content including core code, gameplay logic and the lyrics composition of the opening theme.
This game makes limited use of generative artificial intelligence during development. Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion. All gameplay, design, and final creative decisions were made by the developer.
AI was used in research to fix/improve the code for the originally buggy rhythm mini games. That aside, every aspect of Necrophobia (art, story, music, code, etc.) was created by my own human hands, and developed by my own human brain.
AI was used to generate 3 scripts.
This game contains assets that may have been generated by AI. The developer cannot precisely identify which assets are AI-generated.
We use AI during our production process to facilitate quest integration through our in-house tool, HanaCore. It allows us to synthesize, correct, and integrate quests while fully respecting the existing lore. We also use AI to assist with code generation, helping us save valuable development time.
This game uses AI for some translation work and programming.
I am proud of the fact that everything you see and hear in the game is made by humans. Work by talented artists and human creativity created all the assets, soundtracks and story elements you experience in the game. For full transparency I do want to disclose that Language Models were used for assisting while coding and for translating the game in the wide number of languages using DeepL. However through community effort we continuously refine these translations to be the most fitting they can be.
I leverage AI technologies for code suggestions in Godot and image generation. Although, most of the art is hand-drawn. These AI tools assist development workflows and enhance visual quality. While AI aids my process, the development remains predominantly driven by me.
AI is only occasionally used to debug code, not to write the actually code or generate any sort of assets for the game.
Part of the code was created using Unity Muse.
Artificial Intelligence Supported Smart Code Generator Password Generator and Recorder
Generative AI was used during the development phase of this game to assist with programming and content creation, strictly for internal developer use. The final version of the game does not contain any real-time AI-generated content.
I only got javascript code support. I got help with general game performance and code optimization. In no way was the whole or a large part of the game made by artificial intelligence. I just got help at some points where I got stuck and used it to speed up my work. All games have been tested many times by real players. We definitely do not publish games without testing them and seeing their errors.
Programming support, Translation
Part of arts are AI-generated content and part of scripting are supervised by ChatGpt.
Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed. AI was used in development in three ways: -Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer. -Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use. -Additionally, AI was used to assist with Localization Translations. All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use.
I used AI to generate some music for the game, and, well, I asked ChatGPT to help fix my code a few times because Amm... coding is hard ;-;
AI was used to assist in writing scripts for the game logic.
Some code and artwork was ai generated
AI is used to suggest best practices in code in order to make the game as performant as possible.
Code: Only when I was absolutely stuck on something and needed help troubleshooting. All the actual development and implementation was hands-on. Music: The in-game songs were created using AI generation tools.
Art assets and code optimization.
GitHub Copilot for coding. 2d UI Icons. External promotional art - not inside the game.
In Rivandy, Artificial Intelligence is only used as a creative assistant. Since we are a very small team, AI helps us mainly with artistic aspects—such as illustrations to enhance immersion, or voice generation to ensure consistency across characters. Occasionally, it may assist in code prototyping to unblock situations. However, the game itself is essentially human-made: the core code, design, and mechanics are developed by us, and all visual assets such as FX and 3D models are purchased, not AI-generated. This way, we can stay focused on building a unique, handcrafted experience while using AI only as a supportive tool.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Soul Essence Dev only code | AI was used to write some lines of code, and improve functionality in some code. | Remmer | - | Mar 18, 2026 | |
放置龙域Idle Dragon Realm Store/marketing artcode | logo created by ai,Use AI to pre-generate and package code with encryption algorithms | tianqianwuya | - | Mar 18, 2026 | |
Inferno Pathways In-game content arttextcode | Our game utilizes AI in several ways. We generated some concept art using AI, which helped shape the visual direction of the game. Additionally, we partially used AI for translation tasks to ensure a broader audience can enjoy the game. AI also assisted us in some coding tasks, streamlining development and allowing us to focus on crafting a better gameplay experience. | Netherlate Games | - | Mar 18, 2026 | |
Hold on in the Dungeons Dev only artcode | We used AI as a tool during development to help generate some parts of the code and certain visual assets. However, there is no active or functional AI system used within the game itself. AI was only used in the production process, not as part of the gameplay or game mechanics. | iag | - | Mar 18, 2026 | |
Brick Breaker: Eliminate Mosaic and Reveal Beauty 打砖块: 消除马赛克 揭开真面目 In-game content arttextcode | The development of this game was greatly supported by AI tools, such as ChatGPT for coding, image recognition, and drafting the store description. Additionally, AI-generated portraits (originally published and downloadable on Bilibili) are used as background images in the AI Portraits series. | AdamYyx Works | - | Mar 18, 2026 | |
DevilReversi Dev only code | Coding assistance | RomanKitayama | - | Mar 18, 2026 | |
Elixir Emporium Live AI textcode | Players are able to have free-form conversations with NPCs. We also use generative AI for item data, quest generation, NPC memory and decision-making, crafting recipes, in-game events, game logic, and more. | Andrew Brown | - | Mar 18, 2026 | |
Dharmayuddha In-game content textcode | AI tools were used to assist with dialogue writing and software development. All AI-generated content was reviewed and curated by developers before inclusion in the final game. | Insodimension | - | Mar 18, 2026 | |
Orca Insurgency Dev only code | Some C# code was developed with assistance from ChatGPT and Claude. | yuccabuccA | - | Mar 18, 2026 | |
Space Kitten: An Easy Survival Game by Eddy Dev only artcode | AI was used to generate reference images and as a code assistant. | Eddy | - | Mar 18, 2026 | |
Tickety Boom In-game content artcode | Generative AI products such as Github Co-pilot and ChatGPT were used to assist in the debugging and testing of code. However, all creative aspects of programming were manually written.
Generative AI with open-source public licensing was used to create concept art and draft marketing material which was then manually modified for production with Aesprite, Photoshop, and Canva. None of the content used within the game or marketing materials violate existing copyright or impersonate living persons. | Naughty Wasp | - | Mar 18, 2026 | |
Hellfire Rampage VR In-game content artaudiocode | During development AI was used for :
- Images for 3D texturing
- SFX generation
- Parts of code | Nazar Korinnyi | - | Mar 18, 2026 | |
Teamfight Manager 2 In-game content arttextcode | We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows:
Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic.
Translation & Localization: To provide immediate accessibility to a global audience, the initial game text and localization have been generated using AI. While this allows us to support multiple languages from day one, we recognize that it may lack perfect nuance. Following the release, we plan to actively refine and improve these translations through community feedback and collaborative proofreading.
Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics.
In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review. | Team Samoyed | 666 | Mar 18, 2026 | |
Love 15 Store/marketing codeart | Promotional materials and also all of the code | Kelly Dornhaus | 13 | Mar 18, 2026 | |
Flag Clicker Unclear code | Flag Clicker utilizes advanced artificial intelligence to assist in content creation and programming. Through the use of AI algorithms, certain aspects of the game are optimized. This technology allows us to continually enhance the player experience and introduce innovative features while leveraging the creativity and expertise of our development team. | Flag Clicker Interactive | 539 | Mar 18, 2026 | |
Body of Mine Dev only artcode | Generative AI helped our indie development team generate code, environmental concept art, and 3D assets. | Cameron Kostopoulos | 12 | Mar 18, 2026 | |
Airship In-game content artaudiotextcode | As a team of 2 we have utilized AI in our early development stages, including some concepts, logo design, coding, 3D models and music.
Most of these assets are considered placeholder content, helping us get the fastest ideas in while we work on other subjects. Most AI generated content have/will be replaced or reworked into more refined pieces for the final product. | GrimmGitz | - | Mar 18, 2026 | |
Perfect Thog Dev only code | I use AI-enhanced programming for game scripts and shaders. I do not use AI generation for audio or visual assets. I do use 3rd party assets that may themselves contain other AI generated assets. | Sam Atlas | - | Mar 18, 2026 | |
Spacelane Express In-game content artcode | AI is used to generate code and graphics for the game | Chooon | - | Mar 18, 2026 | |
Buildbox 4 Unclear artcode | Use Buildbox 4's AI Assistant to create your own game! The AI Assistant can help design your world, select and place assets, and even write code to bring your ideas to life! | App Onboard Inc. | - | Mar 18, 2026 | |
DeafBlind In-game content textcode | ai used to aid in generating store text and in-game code | Joe Williams | 144 | Mar 18, 2026 | |
Eldwyrm: The Cursed Crown In-game content audiocode | All voice acting is AI generated.
Significant parts of the code were written with the help of AI. | NordicHorizonGames | - | Mar 18, 2026 | |
World of Warships: Legends In-game content artcode | Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 494 | Mar 18, 2026 | |
Boats N' Hoes In-game content arttextcode | Some code, art, and text-based content were made with AI assistance. | Tegridy Made Games | - | Mar 18, 2026 | |
Purpose Calling In-game content artcode | AI was used to help generate textures and background images. AI also assisted with coding. | Animation Elevated | - | Mar 18, 2026 | |
用烟花轰炸你的好朋友 In-game content artaudiocode | Only a small amount of non-core code and the melody of the opening theme in this game are generated by AI; no AI technology is used for the core creative content including core code, gameplay logic and the lyrics composition of the opening theme. | MentalHospital | - | Mar 18, 2026 | |
Ink Link In-game content audioartcode | This game makes limited use of generative artificial intelligence during development.
Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion.
All gameplay, design, and final creative decisions were made by the developer. | Kokoa Interactive | - | Mar 18, 2026 | |
Necrophobia Dev only code | AI was used in research to fix/improve the code for the originally buggy rhythm mini games.
That aside, every aspect of Necrophobia (art, story, music, code, etc.) was created by my own human hands, and developed by my own human brain. | Sapphire Comics | - | Mar 18, 2026 | |
UKNON Jones & Guynelk 2 Dev only code | AI was used to generate 3 scripts. | Guynelk ROSAMONT | - | Mar 18, 2026 | |
Thule In-game content artaudiotextcode | This game contains assets that may have been generated by AI. The developer cannot precisely identify which assets are AI-generated. | Xeaker | - | Mar 18, 2026 | |
Hana In-game content textcode | We use AI during our production process to facilitate quest integration through our in-house tool, HanaCore.
It allows us to synthesize, correct, and integrate quests while fully respecting the existing lore.
We also use AI to assist with code generation, helping us save valuable development time. | Studio 3NA | - | Mar 18, 2026 | |
Horror Family|恐怖家族 - Flight In-game content codetext | This game uses AI for some translation work and programming. | RAYBIS GAMES | 111 | Mar 18, 2026 | |
Project Rebearth In-game content codetext | I am proud of the fact that everything you see and hear in the game is made by humans. Work by talented artists and human creativity created all the assets, soundtracks and story elements you experience in the game. For full transparency I do want to disclose that Language Models were used for assisting while coding and for translating the game in the wide number of languages using DeepL. However through community effort we continuously refine these translations to be the most fitting they can be. | Program Sam | 177 | Mar 18, 2026 | |
Find My Wiener Dev only artcode | I leverage AI technologies for code suggestions in Godot and image generation. Although, most of the art is hand-drawn. These AI tools assist development workflows and enhance visual quality. While AI aids my process, the development remains predominantly driven by me. | JamCraft | 42 | Mar 18, 2026 | |
Lunar Loot Dev only code | AI is only occasionally used to debug code, not to write the actually code or generate any sort of assets for the game. | PetoCheeto | - | Mar 18, 2026 | |
Bedtime:turn off the life Dev only code | Part of the code was created using Unity Muse. | 整个好活 | - | Mar 18, 2026 | |
Paradox Hr Dev only code | Artificial Intelligence Supported Smart Code Generator Password Generator and Recorder | UPTADENET | - | Mar 18, 2026 | |
SOMNUS Dev only code | Generative AI was used during the development phase of this game to assist with programming and content creation, strictly for internal developer use.
The final version of the game does not contain any real-time AI-generated content. | ChrisT.Jie | - | Mar 18, 2026 | |
Everything: All in 1 Dev only code | I only got javascript code support. I got help with general game performance and code optimization. In no way was the whole or a large part of the game made by artificial intelligence. I just got help at some points where I got stuck and used it to speed up my work. All games have been tested many times by real players. We definitely do not publish games without testing them and seeing their errors. | ismail özel | - | Mar 18, 2026 | |
Count 427 In-game content codetext | Programming support, Translation | Turibashi Effect | 20 | Mar 18, 2026 | |
Trojan In-game content artcode | Part of arts are AI-generated content and part of scripting are supervised by ChatGpt. | HangZhou GaoQiang Studio | 14 | Mar 18, 2026 | |
Sanguine In-game content artcodetext | Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed.
AI was used in development in three ways:
-Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer.
-Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use.
-Additionally, AI was used to assist with Localization Translations.
All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use. | Ryan Berg | 12 | Mar 18, 2026 | |
Shattered Dreams In-game content audiocode | I used AI to generate some music for the game, and, well, I asked ChatGPT to help fix my code a few times because Amm... coding is hard ;-; | Rainy Parts | 19 | Mar 18, 2026 | |
Exosky Dev only code | AI was used to assist in writing scripts for the game logic. | Elevons, LLC | - | Mar 18, 2026 | |
ZomBay In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | 23 | Mar 18, 2026 | |
While Evil Reigns Dev only code | AI is used to suggest best practices in code in order to make the game as performant as possible. | Lich Software | - | Mar 18, 2026 | |
Rise & Dine In-game content audiocode | Code: Only when I was absolutely stuck on something and needed help troubleshooting. All the actual development and implementation was hands-on.
Music: The in-game songs were created using AI generation tools. | ML | - | Mar 18, 2026 | |
Destination Paradise Dev only artcode | Art assets and code optimization. | Seven Sails Games | - | Mar 18, 2026 | |
Idle Fishing In-game content codeart | GitHub Copilot for coding.
2d UI Icons.
External promotional art - not inside the game. | AO Games | 1.9k | Mar 18, 2026 | |
Rivandy In-game content artaudiocode | In Rivandy, Artificial Intelligence is only used as a creative assistant. Since we are a very small team, AI helps us mainly with artistic aspects—such as illustrations to enhance immersion, or voice generation to ensure consistency across characters. Occasionally, it may assist in code prototyping to unblock situations.
However, the game itself is essentially human-made: the core code, design, and mechanics are developed by us, and all visual assets such as FX and 3D models are purchased, not AI-generated.
This way, we can stay focused on building a unique, handcrafted experience while using AI only as a supportive tool. | RedZap | - | Mar 18, 2026 |