Sound effects, 3D assets, store art, code
- Creator
- Lost Rabbit Digital
- Reviews
- -
- Added
- Mar 18, 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.
Sound effects, 3D assets, store art, code
The logo and certain textures in the game was AI generated. AI is used during game development.
This game was developed with the assistance of Artificial Intelligence tools. AI was used to generate some visual elements such as concept art, textures, and 3D models, and to support parts of the programming process. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and design.
I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files.
AI-generated music, human-adjusted. AI-generated song and vocals, with lyrics written and the track fine‑tuned by a human being.
I'm using an AI model to generate soundtracks for the game
AI used for some GUI menu gfx
“Some promotional images include AI-assisted lighting, glow and post-processing.”
Use of IA: - Speech from the Book of the Ancient - Last song - Some HUD elements
Nano Banana & Tripio used for some visual assets.
Some parts of the game trailer include AI-generated content.
Some images are generated with AI.
Arena of Death uses AI tools only during development for creative asset generation — such as producing concept art, logos, and voice prototypes. No AI systems are used during gameplay, and the game itself does not include AI-driven player behavior, decision-making, or content generation. All final in-game assets are curated, edited, and approved by the development team to ensure originality and quality.
AI is used for entire code of the game, text, arts, sounds and music.
whenever I write code, I ask Ai to polish my code, because my code is not that clean. for some of the art, I draw rough sketches and ask ai to make a more appealing version of it
Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer.
AI was used for some of the game's code and scarcely for grammar checking, making some dialog sound more natural and localization. No AI was used for any of the game's art, music or writing the overall narrative.
Some concept art and UI elements of the game have been created with AI help. AI was NOT used to create the Steam store page or marketing material. The game does NOT use AI generated code.
Some game assets—such as background art and status icons—were created using generative AI.
IA was only used to help create the title illustration, by giving a drawing model and perspectives.
Ai has been used to generate game logo.
AI was used to generate assets for the game/marketing during development.
Generative AI has been used to help create a vast pool of questions and topics to iterate on. All questions have since been reiterated by humans. Generative AI has been used to create images for the paintings in the background and to proofread texts, both in-game and on the store page. Generative AI has been used to create voice-over audio for the game show host.
This game uses Google Gemini AI to provide real-time educational information about locations on Earth. The AI assistant responds to player questions about geography, history, culture, and natural phenomena. All AI-generated content is educational and factual, with responses converted to speech using Google Text-to-Speech. The AI does not generate user-created content or allow custom prompts - it only provides informative responses to predefined question categories about Earth exploration.
The capsule logo and lots of code were generated with AI.
Marketing Material and Translations (AI-Generated)
AI generates text during party gameplay: creating fake answers that mimic player styles in Two Truths & AI, describing player drawings in AI Telephone, analyzing photos into percentage breakdowns in AI See It, and delivering verdict explanations in Judge, Jury & AI. All AI text generation happens locally on the host computer in response to player inputs during local multiplayer sessions. AI is also used for narration.
Library Hero Image Generated by AI.
Some of the promotional images (store capsules and library assets) were created using AI-generated art and then manually edited.
Some assets and designs were optimized and polished using AI tools. AI was also used to assist with grammar and text corrections for dialogues and in-game text. All game content, art, and core gameplay were created by hand by the development team. No gameplay content or characters are generated by AI.
Game code & Announcer voices
This product uses generative AI tools during development to assist with certain content such as text, images, and design elements used on the store page and within the application. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure it meets the intended functionality and quality of the product. The application itself does not autonomously generate or distribute harmful or illegal content.
I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics.
Images.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use.
Some team logos were created with the assistance of artificial intelligence and later manually refined. Promotional images were not generated by AI, but AI tools were used to adjust their final appearance. The main theme music was composed using an AI tool (Suno). No AI-generated content is created during gameplay.
The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core.
Product contains AI generated images/placeholder elements used in interface and background assets.
The trailer voice over is AI-generated. The cover art was extended using AI.
Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way.
Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency.
The game uses pre-created images (background illustrations and some in-game items) generated using generative AI tools. All such content has been edited, stylized, and integrated by the development team, and will be replaced before release.
Some of the game's visual assets, including concept art and the cover image, were generated with the help of AI tools and then manually edited to fit the game's style.
Cartoon character portraits have been generated using AI
The logos on the Steam store were made with Copilot. The background in the login menu was also made with Copilot.
Most character art is AI generated as you might expect.
This game includes some assets that were created with the help of generative AI tools.
Ponchorado's music tracks where created with AI assistance.
Certain images and compositions were initially developed with AI assistance and subsequently redrawn by hand for use.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fragile Frontier In-game content artcodeaudio | Sound effects, 3D assets, store art, code | Lost Rabbit Digital | - | Mar 18, 2026 | |
pyTexas In-game content art | The logo and certain textures in the game was AI generated. AI is used during game development. | Apermesa | - | Mar 18, 2026 | |
Rulers of Cospaia In-game content artcode | This game was developed with the assistance of Artificial Intelligence tools. AI was used to generate some visual elements such as concept art, textures, and 3D models, and to support parts of the programming process. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and design. | ZanzoDev | - | Mar 18, 2026 | |
Bias Brawlers In-game content artaudio | I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files. | Ethan Medjuck | - | Mar 18, 2026 | |
Dice chess In-game content audio | AI-generated music, human-adjusted.
AI-generated song and vocals, with lyrics written and the track fine‑tuned by a human being. | Actual indie game | - | Mar 18, 2026 | |
The Szyk In-game content audio | I'm using an AI model to generate soundtracks for the game | Pieware | - | Mar 18, 2026 | |
Graffiti Rush In-game content art | AI used for some GUI menu gfx | Outlaw Games | - | Mar 18, 2026 | |
Hell Loop Store/marketing art | “Some promotional images include AI-assisted lighting, glow and post-processing.” | Tuncay Ayanoglu | - | Mar 18, 2026 | |
My Bloody Weekend 3 In-game content audiotextart | Use of IA:
- Speech from the Book of the Ancient
- Last song
- Some HUD elements | Necronomicon Games | - | Mar 18, 2026 | |
Hotdog Delivery Hotdog In-game content art | Nano Banana & Tripio used for some visual assets. | tinyaxe | - | Mar 18, 2026 | |
STRIKERS 1945 Store/marketing art | Some parts of the game trailer include AI-generated content. | Zerodiv | 13 | Mar 18, 2026 | |
Termite Store/marketing art | Some images are generated with AI. | WILLIWAW Hub | - | Mar 18, 2026 | |
Arena of Death In-game content artaudio | Arena of Death uses AI tools only during development for creative asset generation — such as producing concept art, logos, and voice prototypes.
No AI systems are used during gameplay, and the game itself does not include AI-driven player behavior, decision-making, or content generation.
All final in-game assets are curated, edited, and approved by the development team to ensure originality and quality. | Mgr. Michal Klempai | - | Mar 18, 2026 | |
CODEX MORTIS In-game content codetextartaudio | AI is used for entire code of the game, text, arts, sounds and music. | GROLAF | 57 | Mar 18, 2026 | |
Bucket Tag Dev only codeart | whenever I write code, I ask Ai to polish my code, because my code is not that clean.
for some of the art, I draw rough sketches and ask ai to make a more appealing version of it | Game Alchemy Studio | - | Mar 18, 2026 | |
Candy Destroyer In-game content art | Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer. | CanDes Games | - | Mar 18, 2026 | |
Townslife In-game content codetext | AI was used for some of the game's code and scarcely for grammar checking, making some dialog sound more natural and localization. No AI was used for any of the game's art, music or writing the overall narrative. | bartek1009 | - | Mar 18, 2026 | |
P.A.N.D.A. In-game content art | Some concept art and UI elements of the game have been created with AI help. AI was NOT used to create the Steam store page or marketing material. The game does NOT use AI generated code. | Blitzwood | - | Mar 18, 2026 | |
ホッケーで金を稼げ! -打つたび増えるゲーム内通貨- In-game content art | Some game assets—such as background art and status icons—were created using generative AI. | 文さん/bunsan | - | Mar 18, 2026 | |
Packs of Panties Store/marketing art | IA was only used to help create the title illustration, by giving a drawing model and perspectives. | kaiba games | - | Mar 18, 2026 | |
Disguiser Store/marketing art | Ai has been used to generate game logo. | XINGXIAN NET | 11 | Mar 18, 2026 | |
Ropes Unclear art | AI was used to generate assets for the game/marketing during development. | CGAPPS | - | Mar 18, 2026 | |
The Ultimate BezzerQuizzer In-game content arttextaudio | Generative AI has been used to help create a vast pool of questions and topics to iterate on. All questions have since been reiterated by humans. Generative AI has been used to create images for the paintings in the background and to proofread texts, both in-game and on the store page. Generative AI has been used to create voice-over audio for the game show host. | Hello There Games | - | Mar 18, 2026 | |
Geospatial Exploration - Explore the real world in 3D and VR Live AI text | This game uses Google Gemini AI to provide real-time educational information about locations on Earth. The AI assistant responds to player questions about geography, history, culture, and natural phenomena. All AI-generated content is educational and factual, with responses converted to speech using Google Text-to-Speech. The AI does not generate user-created content or allow custom prompts - it only provides informative responses to predefined question categories about Earth exploration. | Boemien | - | Mar 18, 2026 | |
Beetle Battle Bros Store/marketing artcode | The capsule logo and lots of code were generated with AI. | Zoidburgh | - | Mar 18, 2026 | |
Backfire Brigade In-game content text | Marketing Material and Translations (AI-Generated) | Pierre Nury | - | Mar 18, 2026 | |
Jabby Games Pack 1 Live AI text | AI generates text during party gameplay: creating fake answers that mimic player styles in Two Truths & AI, describing player drawings in AI Telephone, analyzing photos into percentage breakdowns in AI See It, and delivering verdict explanations in Judge, Jury & AI. All AI text generation happens locally on the host computer in response to player inputs during local multiplayer sessions. AI is also used for narration. | - | - | Mar 18, 2026 | |
DEAD COMMAND Store/marketing art | Library Hero Image Generated by AI. | AET GAMES | - | Mar 18, 2026 | |
Random Realm Store/marketing art | Some of the promotional images (store capsules and library assets) were created using AI-generated art and then manually edited. | Randy Goodman | - | Mar 18, 2026 | |
Chhota Bheem Kitchen Adventures In-game content textart | Some assets and designs were optimized and polished using AI tools. AI was also used to assist with grammar and text corrections for dialogues and in-game text. All game content, art, and core gameplay were created by hand by the development team. No gameplay content or characters are generated by AI. | SuperShell Games Pvt Ltd | - | Mar 18, 2026 | |
Perfect Hue Arena In-game content codeaudio | Game code & Announcer voices | Perfect Hue | - | Mar 18, 2026 | |
Mr. Antivirusio In-game content arttext | This product uses generative AI tools during development to assist with certain content such as text, images, and design elements used on the store page and within the application.
All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure it meets the intended functionality and quality of the product.
The application itself does not autonomously generate or distribute harmful or illegal content. | RETROLAIR | - | Mar 18, 2026 | |
Ultimate Stick Battle - Beta Dev only code | I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics. | Robert Thiel | - | Mar 18, 2026 | |
Cat Piano for Kids Unclear art | Images. | Play-Games.Com | - | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 | |
Tic Cat Dog In-game content art | We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use. | Longoza Game Stuio | - | Mar 18, 2026 | |
BasketBlow In-game content artaudio | Some team logos were created with the assistance of artificial intelligence and later manually refined. Promotional images were not generated by AI, but AI tools were used to adjust their final appearance. The main theme music was composed using an AI tool (Suno). No AI-generated content is created during gameplay. | Ledicia Interactiva | - | Mar 18, 2026 | |
Synergy Strike In-game content artaudiocode | The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core. | strangeboltz | - | Mar 18, 2026 | |
Dice Saga In-game content art | Product contains AI generated images/placeholder elements used in interface and background assets. | Ypsilon | - | Mar 18, 2026 | |
Mittelland AD In-game content audioart | The trailer voice over is AI-generated.
The cover art was extended using AI. | BKM | 112 | Mar 18, 2026 | |
Pixel Tank Wars In-game content art | Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way. | GGOLDBIG | - | Mar 18, 2026 | |
Marshals of Yore In-game content art | Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency. | One Man Horde | 28 | Mar 18, 2026 | |
Humanity Echo: Cyberpunk RPG In-game content art | The game uses pre-created images (background illustrations and some in-game items) generated using generative AI tools. All such content has been edited, stylized, and integrated by the development team, and will be replaced before release. | Sympathy Systems | - | Mar 18, 2026 | |
GSK Store/marketing art | Some of the game's visual assets, including concept art and the cover image, were generated with the help of AI tools and then manually edited to fit the game's style. | Caio Ragazzi | - | Mar 18, 2026 | |
Yacht Dice Family In-game content art | Cartoon character portraits have been generated using AI | Happy Figs | - | Mar 18, 2026 | |
Dreams Far Away Store/marketing art | The logos on the Steam store were made with Copilot.
The background in the login menu was also made with Copilot. | Shalix | 11 | Mar 18, 2026 | |
Italian Brain Brawl In-game content art | Most character art is AI generated as you might expect. | Morrigan Labs | - | Mar 18, 2026 | |
GhosTrick-The Sacred War of Light vs Shadow In-game content | This game includes some assets that were created with the help of generative AI tools. | peavegame | - | Mar 18, 2026 | |
Ponchorado In-game content audio | Ponchorado's music tracks where created with AI assistance. | SEAL.GAMES | - | Mar 18, 2026 | |
UNI 2 In-game content art | Certain images and compositions were initially developed with AI assistance and subsequently redrawn by hand for use. | Game Museum | - | Mar 18, 2026 |