Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
- Creator
- Kyuyu Games
- Reviews
- -
- Added
- Sep 1, 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.
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Interactive or runtime AI features disclosed by the developer.
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Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
Pre-generated 2D marketing artwork and Steam store assets were created with assistance from OpenAI image-generation tools during development. All outputs were reviewed and selected by the developer. The game itself does not include AI-generated content, generate AI content at runtime, or connect to AI services.
Parts of this game were made with AI assistance. AI-assisted coding was used during development, and some artwork was AI-generated and then edited by hand. The design, the systems and the writing are my own.
The game to contain art assets generated by artificial intelligence
Some visual assets were created with the assistance of generative AI tools during development. These assets were subsequently reviewed, edited, and refined by the development team before being included in the final game. No AI-generated content is created during gameplay.
Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running.
Some of the models were made using AI.
We use generative AI to create promotional artwork only. The store capsules, library assets, and page background were generated with an image model using our own gameplay captures and in-house masters as the only references.
For localization in several languages.
Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
The game contains AI generated/assisted content
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
- Audio: background music is generated with AI music tools. - Translation: in-game and store text is translated using AI. - Code: the game's code, including the code that draws every visual at runtime, was written with the help of an AI coding assistant.
Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay.
Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
AI was used during sound and art asset authoring. Also assisted with game code.
AI translation is used for multiple languages
Generative AI tools were used during development to create portions of the game’s artwork and sound.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Generative AI tools were used in a limited capacity during the development process.
We used generative AI for the icons in the skill tree.
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork. All generated content was reviewed and edited by hand. No AI is used at runtime.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
Some of the assets used in the game were generated using Generative AI.
AI was used for the translation of this game.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production. AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
ORACLE uses generative AI in two ways: some marketing artwork was created with generative tools, and an optional bundled local language model can generate short, context-aware ORACLE narration during play. Live generation runs locally on the player's PC and is limited to text; it does not generate code, images, audio, or gameplay rules.
Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay.
Despite game is simulating the AI, all conversations are hard coded and written by person. AI was used to generate the names and descriptions for some items, but it was manually reviewed by developer.
AI tools were used in the creation of this game.
This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay.
I use AI to support developing code, graphics and some promotional materials.
Text Localization: Translated using AI
Some art was made with the help of AI
Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
AI is used to generate a portion of the in-game imagery.
Coquí Crusader was made with AI-assisted tools under the developer's direction. The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer. Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization. No content is generated during gameplay, and the game never connects to any external AI service.
Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
The images and music are 100% AI generated but the story is 100% human generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Keycap Keycap! In-game content arttext | Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game. | Kyuyu Games | - | Sep 1, 2026 | |
一千万次反弹 Store/marketing art | Pre-generated 2D marketing artwork and Steam store assets were created with assistance from OpenAI image-generation tools during development. All outputs were reviewed and selected by the developer. The game itself does not include AI-generated content, generate AI content at runtime, or connect to AI services. | BATTLE LAB | - | Sep 1, 2026 | |
Whistle Stop In-game content artcode | Parts of this game were made with AI assistance. AI-assisted coding was used during development, and some artwork was AI-generated and then edited by hand. The design, the systems and the writing are my own. | Maarten De Block | - | Sep 1, 2026 | |
Jester Trump 2: King's Revenge In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Sep 1, 2026 | |
A BILLION GOLD DEBT In-game content art | Some visual assets were created with the assistance of generative AI tools during development. These assets were subsequently reviewed, edited, and refined by the development team before being included in the final game.
No AI-generated content is created during gameplay. | Totally Balding Games | - | Sep 1, 2026 | |
The Little Stomping Girl In-game content artaudiocode | Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running. | DreamaGames | - | Sep 1, 2026 | |
Jiggle Clicker Unclear | Some of the models were made using AI. | Patroclus Dev | - | Sep 1, 2026 | |
Become Blackhole Store/marketing art | We use generative AI to create promotional artwork only. The store capsules, library assets, and page background were generated with an image model using our own gameplay captures and in-house masters as the only references. | Panda Koala Studio | - | Sep 1, 2026 | |
Billion Egg Farm In-game content text | For localization in several languages. | Yamei Games | - | Sep 1, 2026 | |
Bury the Debt In-game content art | Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | Whiskey Games | - | Sep 1, 2026 | |
Chopped Unclear | The game contains AI generated/assisted content | Forge | - | Aug 31, 2026 | |
Desert Vein In-game content artcodeaudio | We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers. | Beijing Mayfly And Grain Technology Co.,Ltd | - | Aug 31, 2026 | |
杠杆地产开发商 In-game content art | AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected. | TBC | - | Aug 31, 2026 | |
Timber! Idle Village Builder In-game content artaudiotext | Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime. | Velron Games | - | Aug 31, 2026 | |
My Snake Likes Apples In-game content audiotextcode | - Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant. | A Day of Europa | - | Aug 31, 2026 | |
Happy Pawlets In-game content artcode | Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay. | MossyLab | - | Aug 31, 2026 | |
BOB LOGISTICS In-game content textart | Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game. | WINDUP | - | Aug 31, 2026 | |
Fish Them All! In-game content text | Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services. | Funyamora Games | - | Aug 31, 2026 | |
Incremental Wars In-game content art | During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations. | Artex Games | - | Aug 31, 2026 | |
Galacto In-game content text | We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI | Guillermo Gonzalez | - | Aug 31, 2026 | |
That's Not My Bowl In-game content artaudiocode | AI was used during sound and art asset authoring. Also assisted with game code. | Shocki Productions | - | Aug 31, 2026 | |
You Will Get Rich! In-game content text | AI translation is used for multiple languages | fortunate bull | - | Aug 29, 2026 | |
Keep The Ammo Flowing In-game content artaudio | Generative AI tools were used during development to create portions of the game’s artwork and sound. | YCF Productions | - | Aug 29, 2026 | |
Rock Flipper In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | - | Aug 29, 2026 | |
The Hundredth Gear Dev only | Generative AI tools were used in a limited capacity during the development process. | Crimson Cloud Games | - | Aug 29, 2026 | |
Clickhold In-game content art | We used generative AI for the icons in the skill tree. | Cataclicktic Games | - | Aug 29, 2026 | |
Harvest Exit Plan In-game content artaudiotext | Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime. | Nicholas Schmitz | - | Aug 29, 2026 | |
Hero of the Kingdom: Echoes In-game content text | Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts. | Lonely Troops | - | Aug 29, 2026 | |
Don't Stop Cutting The Trees! In-game content art | Some of the assets used in the game were generated using Generative AI. | Wovley Games | - | Aug 29, 2026 | |
A coin toss roguelike In-game content text | AI was used for the translation of this game. | bigsum | - | Aug 29, 2026 | |
灵田修仙:炼丹模拟器 In-game content artaudiocode | This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs. | Zhai Studio | - | Aug 29, 2026 | |
Zombie Car: Kaiju Killer In-game content art | As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay. | DevOfOne | - | Aug 29, 2026 | |
AlchemyOClock In-game content artaudio | Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay. | Dotoyou Games | - | Aug 29, 2026 | |
ORACLE: Humanity, Automated Live AI text | ORACLE uses generative AI in two ways: some marketing artwork was created with generative tools, and an optional bundled local language model can generate short, context-aware ORACLE narration during play. Live generation runs locally on the player's PC and is limited to text; it does not generate code, images, audio, or gameplay rules. | ZANKYO GAMES | - | Aug 29, 2026 | |
Cards Everywhere! In-game content art | Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay. | Armed Chicken | - | Aug 29, 2026 | |
Vibe Coder Inc. In-game content text | Despite game is simulating the AI, all conversations are hard coded and written by person.
AI was used to generate the names and descriptions for some items, but it was manually reviewed by developer. | Brisk Sloths | - | Aug 29, 2026 | |
Farm to Fortune Unclear | AI tools were used in the creation of this game. | Ctrl Alt Defeat | - | Aug 29, 2026 | |
Managing Up In-game content arttextcode | This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay. | Slacking Logic | - | Aug 29, 2026 | |
My Desktop Dwarf: Taskbar Forge Store/marketing artcode | I use AI to support developing code, graphics and some promotional materials. | Press Any Key | - | Aug 29, 2026 | |
Babel Legacy In-game content text | Text Localization: Translated using AI | Broken Toilet Games | - | Aug 29, 2026 | |
Idle Squire Unclear art | Some art was made with the help of AI | White Cape Games | - | Aug 29, 2026 | |
TCG Card Collection: Tidy Up Store/marketing art | Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it. | EXP Interactive | - | Aug 29, 2026 | |
Archmage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
Gears Of Conquest In-game content artaudio | AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay. | Makroudata | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
100K ZOMBIES In-game content art | AI is used to generate a portion of the in-game imagery. | 正常游戏 Normal Games | - | Aug 28, 2026 | |
Coquí Crusader: Defenders of Borikén In-game content artaudiotext | Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service. | Yucayeque Games | - | Aug 28, 2026 | |
Ascend Idle: Chronicles Store/marketing art | Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project. | GODev Games | - | Aug 28, 2026 | |
She Sucked Me Once, and Dry In-game content artaudio | The images and music are 100% AI generated but the story is 100% human generated. | ProgenitorWorks | - | Aug 28, 2026 |