This game is developed with AI assistance
- Creator
- xchongsu
- Reviews
- -
- Added
- Sep 24, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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 is developed with AI assistance
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style.
Artwork, video and voice performances in this game were created with generative-AI tools and selected and edited by the author; the writing was drafted with AI assistance and reviewed by the author. Nothing is generated while you play.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer: - Source code: partially AI-generated, reviewed and tested by the developer. - Store artwork (capsule images and promotional art): AI-generated. - Character portraits (captains): AI-generated. - Store page copy: drafted with AI assistance, then edited and approved by the developer. The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs. ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
Some assets have been generated by AI
Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play.
During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play.
This game uses AI-generated 2D art assets, including block icons, character sprites, and tower visuals. These assets were created with the assistance of generative AI image models and have beenreviewed and curated by our team. All gameplay logic, story, and sound design are human-authored.
Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated visual and text content. All content included in the game is reviewed and curated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed.
As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design.
Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
The background music was generated with AI tools. In-game text translations were produced with AI assistance.
Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible.
Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding. The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player. AI responses may be inaccurate or inappropriate and should not be treated as professional advice.
During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision.
To make the game accessible to more players, AI has been used to translate some in-game text to other languages.
このゲームはプログラミング、グラフィックを
AI help creating this game.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
Icons and Artworks for the Shop are made with the help of A.I.
The game to contain art assets generated by artificial intelligence
Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay.
Advice on game development and assistance with programming.
During game development, AI-generated assets including story illustrations, music and sound effects were used.
AI (Images v.2.5 by OpenAI: chatGPT v.5.6) was used to: - generate the game logo; - generate textures for physical materials (bricks, stones, etc.); - generate backgrounds; - generate diamonds, balls, stands, teleports; - generate text labels; This game does not use AI to live-generate content or code during gameplay. All AI assets have undergone human post-processing.
Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay.
Railminer was developed in collaboration with generative AI.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics). All content was selected, reviewed and integrated manually by the developer. The game does not use generative AI during gameplay and does not generate content in real time.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
AI was used to help code and program the game.
the game generates nothing while you play, AI was used during development in some in game text like word lists which all were checked by a human afterwards
采用AI美术素材及AI编程
This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players.
Generative AI tools were used to assist with the translation and localization of the Steam store page text. All AI-assisted content was reviewed and edited before publication. No AI-generated content is created during gameplay.
Generative AI tools were used extensively during development to assist with original fictional adult character artwork, pool-hall environments, UI decoration, video and animation assets, background music, ambient audio, sound effects, worldbuilding, character concepts, dialogue, gameplay descriptions, localization, and promotional copy. AI tools also assisted with gameplay ideation, balance simulation, programming, debugging, and test design. All player-facing AI-assisted content was generated before release, then selected, edited, integrated, and reviewed by the developer before being shipped as fixed game assets. The developer remains responsible for the final content. The game does not use generative AI at runtime, does not generate images, audio, text, or dialogue during play, and does not submit player input, save data, or multiplayer content to any AI service.
We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page.
Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Anshi Unclear | This game is developed with AI assistance | xchongsu | - | Sep 24, 2026 | |
Nightclub Security In-game content artaudiotext | We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style. | Tiny Pause | - | Sep 24, 2026 | |
Doc Tommy: The Vig In-game content artaudiotext | Artwork, video and voice performances in this game were created with generative-AI tools and selected and edited by the author; the writing was drafted with AI assistance and reviewed by the author. Nothing is generated while you play. | Echelon Create LLC | - | Sep 24, 2026 | |
Astrovein In-game content arttextcode | Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running. | Yukn Games | - | Sep 24, 2026 | |
Art Store Tidy Up! Dev only code | Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI. | CheesyWalrus | - | Sep 24, 2026 | |
Pyramids Unclear | Some assets have been generated by AI | Dandrel | - | Sep 24, 2026 | |
Just Spades Store/marketing art | Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play. | Reckless Software | - | Sep 24, 2026 | |
Archemyst: Alchemy Shop In-game content art | During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play. | Maple Leaf | - | Sep 24, 2026 | |
Auto Match Blast art | This game uses AI-generated 2D art assets, including block icons,
character sprites, and tower visuals. These assets were created
with the assistance of generative AI image models and have beenreviewed and curated by our team. All gameplay logic, story,
and sound design are human-authored. | 战魂网络 | - | Sep 24, 2026 | |
Wool Overflow In-game content art | Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay. | Icycozy Games | - | Sep 24, 2026 | |
SIX VIEWS In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some pre-generated visual and text content. All content included in the game is reviewed and curated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | BLOOMPICTURE STUDIO | - | Sep 24, 2026 | |
回到风吹过的地方 In-game content artaudio | Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed. | 大吃一斤汉堡团队 | - | Sep 24, 2026 | |
KIBA - Kittys Idle Brick Arena In-game content art | As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design. | Kitty Games | - | Sep 24, 2026 | |
Potion Pantry In-game content arttext | Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC. | Rogue Andromeda Studios | - | Sep 24, 2026 | |
Human Error In-game content artcode | AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands. | BefuddleBug | - | Sep 24, 2026 | |
NumeNume In-game content audiotext | The background music was generated with AI tools. In-game text translations were produced with AI assistance. | Phuriko | - | Sep 24, 2026 | |
OREBELT In-game content art | Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible. | balaya | - | Sep 24, 2026 | |
Meeting the World:AIRA Live AI text | Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding.
The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player.
AI responses may be inaccurate or inappropriate and should not be treated as professional advice. | wmdm | - | Sep 24, 2026 | |
Who's Cheating? In-game content artaudiotext | During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision. | LumenLabs | - | Sep 24, 2026 | |
Nib’s Signal In-game content text | To make the game accessible to more players, AI has been used to translate some in-game text to other languages. | Arthuristry | - | Sep 24, 2026 | |
Is This Reversi? Unclear artcode | このゲームはプログラミング、グラフィックを | 創造神司-souzousinzi- | - | Sep 24, 2026 | |
SoaRummy Unclear | AI help creating this game. | Soanet | - | Sep 24, 2026 | |
Alchemist Archive: Restore The Order In-game content text | Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game. | JusCify | - | Sep 24, 2026 | |
Snake Echos In-game content art | Icons and Artworks for the Shop are made with the help of A.I. | Stinghe Dorian | - | Sep 24, 2026 | |
Coding War In-game content art | The game to contain art assets generated by artificial intelligence | Piece Of Voxel | - | Sep 24, 2026 | |
Chat Derby Desktop Store/marketing art | Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay. | GONGUNGAMES | - | Sep 24, 2026 | |
ADs Storm Dev only code | Advice on game development and assistance with programming. | ブロッコリー | - | Sep 24, 2026 | |
广东爱情故事 In-game content artaudiotext | During game development, AI-generated assets including story illustrations, music and sound effects were used. | All In Game Co., Limited | - | Sep 23, 2026 | |
Pyramids In-game content arttext | AI (Images v.2.5 by OpenAI: chatGPT v.5.6) was used to:
- generate the game logo;
- generate textures for physical materials (bricks, stones, etc.);
- generate backgrounds;
- generate diamonds, balls, stands, teleports;
- generate text labels;
This game does not use AI to live-generate content or code during gameplay.
All AI assets have undergone human post-processing. | GraphXGames | - | Sep 22, 2026 | |
AeroBloom Dev only | Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay. | Quito Digital Works | - | Sep 22, 2026 | |
Railminer Unclear | Railminer was developed in collaboration with generative AI. | ChritzleCraft | - | Sep 22, 2026 | |
One More Claw In-game content arttext | Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI. | YogurtGames | - | Sep 22, 2026 | |
Nonogram Duel In-game content art | During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time. | Alessio Perilli | - | Sep 22, 2026 | |
Chromaline Shuttle art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Chromaline Shuttle Studio | - | Sep 22, 2026 | |
Zombie Junction art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Zombie Junction Studio | - | Sep 22, 2026 | |
Tide Pools In-game content artaudiocode | Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction. | MrBongoBong | - | Sep 22, 2026 | |
Smash & Grab In-game content artaudiotext | SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live. | Hashbang Games | - | Sep 22, 2026 | |
猛鬼搬家公司 In-game content art | The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets. | Bannye | - | Sep 22, 2026 | |
Hit the Anvil In-game content art | Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services. | 7degree3 | - | Sep 22, 2026 | |
Desktop Tide In-game content arttext | Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services. | Moonwrought Studio | - | Sep 22, 2026 | |
Sandpipers! The Sea-Quell In-game content art | Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay. | David Dresner | - | Sep 22, 2026 | |
QuadRaid In-game content audioartcode | Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay. | DoplayStudio | - | Sep 22, 2026 | |
Ping Ball! Dev only code | AI was used to help code and program the game. | PLLVGS | - | Sep 22, 2026 | |
DUBHouse In-game content text | the game generates nothing while you play, AI was used during development in some in game text like word lists which all were checked by a human afterwards | NAB Studios | - | Sep 22, 2026 | |
宗门轮回 In-game content artcode | 采用AI美术素材及AI编程 | yemanren | - | Sep 22, 2026 | |
研究生模拟器:毕业倒计时 Dev only code | This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players. | Yobboy Games | - | Sep 22, 2026 | |
Flow Water 3D Puzzle Store/marketing text | Generative AI tools were used to assist with the translation and localization of the Steam store page text. All AI-assisted content was reviewed and edited before publication. No AI-generated content is created during gameplay. | Frasinapp Games | - | Sep 22, 2026 | |
Project 9 In-game content artaudiotext | Generative AI tools were used extensively during development to assist with original fictional adult character artwork, pool-hall environments, UI decoration, video and animation assets, background music, ambient audio, sound effects, worldbuilding, character concepts, dialogue, gameplay descriptions, localization, and promotional copy. AI tools also assisted with gameplay ideation, balance simulation, programming, debugging, and test design.
All player-facing AI-assisted content was generated before release, then selected, edited, integrated, and reviewed by the developer before being shipped as fixed game assets. The developer remains responsible for the final content.
The game does not use generative AI at runtime, does not generate images, audio, text, or dialogue during play, and does not submit player input, save data, or multiplayer content to any AI service. | No.6 Creation | - | Sep 22, 2026 | |
Gohan : companion Store/marketing art | We use generative AI tools to assist in creating some of the promotional artwork and concept designs featured on our Steam store page. | YGGDRAZIL GROUP PUBLIC COMPANY LIMITED | - | Sep 22, 2026 | |
Lenimals In-game content art | Generative AI was used to create or edit selected artwork, including title and menu illustrations, world-map scenery, and promotional images. No content is generated by AI during gameplay. | PadoGames | - | Sep 22, 2026 |