This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay.
- Creator
- LefterisKr
- Reviews
- 16
- Added
- May 23, 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 was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay.
The dubbing was done using AI
The game contains assets generated with AI, such as textures.
Used for programming assistance and text translation.
The promotional poster of the store utilized AI technology.
AI-generated references are used for models, as well as some images.
“Helped finalize the AI game’s code and fix the shapes.”
Some translations were assisted by AI-powered tools.
AI Disclosure This game uses pre-generated AI assets for specific visual elements: The beach background featured in branding and the title screen. Selected environmental details and decorative art within the game world (such as shop window graphics). AI tools were also used as efficiency aids during the development process (coding and reviews).
Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players.
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
AI was used to assist with coding and logo design. All gameplay and design were created by the developer.
The game's cover art and several background images were generated using artificial intelligence.
Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
This game uses generative AI to create some sound effects and musical elements. All other content is created without AI.
Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools.
How does this game use generative AI? -Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes. -Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style.
Part of the promotional content uses generative ai.
Generative AI tools were used to assist with localization translations. All AI-generated translations were reviewed and edited by the development team.
This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay.
AI was used in the generation of different assets in the game including some background imagery and character design.
Some placeholder art, music and sound effects were AI generated
Some of the food and props were generated by AI.
AI was used to create the settings icon. Squidnelius was the generation of two silly ideas into one to make me laugh.
We are using generative AI for first-wave localization and some software implementation (Claude code). We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets.
Generative AI tools were used to assist in the conceptual design of the game's logo, as well as for translating and polishing in-game text and store page descriptions into multiple languages. All core visual assets, including the pixel art, character designs, and cover illustrations, are strictly and entirely hand-crafted by the human developer.
This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability.
This game has used Generative AI to make the artwork, music that is used in game and also to create logos, icons, posters and trailers.
The game uses some AI images for placeholder purposes.
This product uses pre-generated AI content during development. Some store page promotional images and some pre-rendered in-game video assets were created or edited with generative AI tools, including ChatGPT image tools and Veo. All such assets were reviewed and edited by the developer before being included in the final product. No AI content is generated live during gameplay.
Generative AI tools were used exclusively during the development process for brainstorming ideas and coding assistance. All in-game assets—including art, animation, audio, and narrative—were entirely created by our human team.
AI tools were used only during development for tasks such as code assistance and partial media creation (e.g., some music elements). No AI systems run in the game itself, and AI does not affect gameplay or player experience
Some static 2D graphics for the user interface and menu icons were created using AI image generators.
Luba's photo was created with AI.
Generative AI is used for the artwork.
Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team. For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials. AI is not used for real-time content generation, gameplay systems, or story generation.
AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality.
AI was only used to translate the Steam store page
Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional Text to Speech software is used for the AI cars commands. this can be toggled off ingame LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car.
Only used for some sound effects.
Game logo and menu images made with ai tools
The graphics in the game and the store, as well as the music, were created using Nano Banana and Suno AI.
AI-assisted tools were used in areas such as localization.
The visual design on the store page was generated by AI
AI is only used to create banners and promotional visuals. It is not used in gameplay, programming, or any core game content.
Al were used to assist with translating text into multiplelanguages.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Skate Rush: 90s Retro Arcade Store/marketing codetextart | This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay. | LefterisKr | 16 | May 23, 2026 | |
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
NoCube In-game content art | The game contains assets generated with AI, such as textures. | KuutioPixel Oy | - | May 23, 2026 | |
GolFall: Make Your Way Up Dev only text | Used for programming assistance and text translation. | tesakiza | - | May 23, 2026 | |
忍者刺杀行动 Store/marketing art | The promotional poster of the store utilized AI technology. | 一半世界 | - | May 23, 2026 | |
Echoes of the Mind In-game content art | AI-generated references are used for models, as well as some images. | TSG Games | - | May 23, 2026 | |
Split Fate Dev only code | “Helped finalize the AI game’s code and fix the shapes.” | Nauron Studio | - | May 23, 2026 | |
Spiretela In-game content text | Some translations were assisted by AI-powered tools. | Shivary Game Studio | - | May 23, 2026 | |
Hansi auf Sylt In-game content art | AI Disclosure
This game uses pre-generated AI assets for specific visual elements:
The beach background featured in branding and the title screen.
Selected environmental details and decorative art within the game world (such as shop window graphics).
AI tools were also used as efficiency aids during the development process (coding and reviews). | Frank Dirk Rittberger | - | May 23, 2026 | |
Max's Jungle Odyssey In-game content audioart | Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players. | Fernando Garrido García-Manso | - | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
GummyGom Delivery In-game content text | AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration. | NEONORI | - | May 23, 2026 | |
Overhang In-game content codeart | AI was used to assist with coding and logo design. All gameplay and design were created by the developer. | CountRaze | - | May 23, 2026 | |
Wing Walker Store/marketing art | The game's cover art and several background images were generated using artificial intelligence. | mehmetozbostanci | - | May 23, 2026 | |
Exit Error In-game content art | Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game. | Venterno | - | May 23, 2026 | |
Save Princess Torosso In-game content art | Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision. | KOKOPAZU STUDIO | - | May 23, 2026 | |
ELLA in da room In-game content audio | This game uses generative AI to create some sound effects and musical elements. All other content is created without AI. | nhun | - | May 23, 2026 | |
Void Balls In-game content artaudio | Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools. | LoopedInGames | - | May 23, 2026 | |
Sylv and the Ancient Tree In-game content audioart | How does this game use generative AI?
-Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes.
-Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style. | Kelkorne | - | May 23, 2026 | |
Ultimate super boy 超级至尊男孩 Store/marketing art | Part of the promotional content uses generative ai. | WaterGames | - | May 23, 2026 | |
The Lost Froglins In-game content text | Generative AI tools were used to assist with localization translations. All AI-generated translations were reviewed and edited by the development team. | Emanuele Pavarotti | - | May 23, 2026 | |
不死精灵 Dev only code | This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay. | hikkk-1 | - | May 23, 2026 | |
Stomper In-game content art | AI was used in the generation of different assets in the game including some background imagery and character design. | Dakota Hughes | - | May 23, 2026 | |
POUND SAND In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | May 23, 2026 | |
桌面蚂蚁 In-game content art | Some of the food and props were generated by AI. | Slowly Crafted | - | May 23, 2026 | |
Yappy Bird In-game content art | AI was used to create the settings icon.
Squidnelius was the generation of two silly ideas into one to make me laugh. | Kerploding Games | - | May 23, 2026 | |
Open Sourcerer In-game content textcode | We are using generative AI for first-wave localization and some software implementation (Claude code).
We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets. | Gnarled Helix LLC | - | May 23, 2026 | |
Paper Carnival In-game content arttext | Generative AI tools were used to assist in the conceptual design of the game's logo, as well as for translating and polishing in-game text and store page descriptions into multiple languages. All core visual assets, including the pixel art, character designs, and cover illustrations, are strictly and entirely hand-crafted by the human developer. | Sagalrashore | - | May 23, 2026 | |
Dispell In-game content codetext | This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability. | OneDown | - | May 23, 2026 | |
GameBuilder Puzzle Platformer In-game content artaudio | This game has used Generative AI to make the artwork, music that is used in game and also to create logos, icons, posters and trailers. | Jignaben Shah | - | May 23, 2026 | |
Driftkill: Repurpose Protocol In-game content art | The game uses some AI images for placeholder purposes. | Azluun | - | May 23, 2026 | |
炎上回避系Vtuber〜配信終了までバカコメから生き残れ〜 In-game content art | This product uses pre-generated AI content during development. Some store page promotional images and some pre-rendered in-game video assets were created or edited with generative AI tools, including ChatGPT image tools and Veo.
All such assets were reviewed and edited by the developer before being included in the final product. No AI content is generated live during gameplay. | MATSUDA GAMES | - | May 23, 2026 | |
Frame by Frame Dev only code | Generative AI tools were used exclusively during the development process for brainstorming ideas and coding assistance. All in-game assets—including art, animation, audio, and narrative—were entirely created by our human team. | Michele Bissanti | - | May 23, 2026 | |
Super Gerio Town In-game content codeaudio | AI tools were used only during development for tasks such as code assistance and partial media creation (e.g., some music elements).
No AI systems run in the game itself, and AI does not affect gameplay or player experience | Gentarou | - | May 23, 2026 | |
TwoJump In-game content art | Some static 2D graphics for the user interface and menu icons were created using AI image generators. | ADEX_VISION | - | May 23, 2026 | |
LUBA Store/marketing art | Luba's photo was created with AI. | Ishmuhter | - | May 23, 2026 | |
Bitvania In-game content art | Generative AI is used for the artwork. | BITTRON STUDIOS | - | May 23, 2026 | |
Petro Hunter In-game content art | Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team.
For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials.
AI is not used for real-time content generation, gameplay systems, or story generation. | The Origin | - | May 23, 2026 | |
Forbidden buttons Dev only | AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer. | Kevin Bjorvand | - | May 23, 2026 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 | |
Cubie In-game content arttext | In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality. | Radvi Games | - | May 23, 2026 | |
After Hue In-game content text | AI was only used to translate the Steam store page | Afterthought | - | May 23, 2026 | |
Find AI Parking Spot In-game content artaudiotext | Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional
Text to Speech software is used for the AI cars commands. this can be toggled off ingame
LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car. | LGS | - | May 23, 2026 | |
Climber Toys: Together In-game content audio | Only used for some sound effects. | Violet Studios | 12 | May 23, 2026 | |
Trap Roller Store/marketing art | Game logo and menu images made with ai tools | Tero Lunkka | - | May 23, 2026 | |
Beer Gunner In-game content artaudio | The graphics in the game and the store, as well as the music, were created using Nano Banana and Suno AI. | Des Interactive | - | May 23, 2026 | |
DiDiDiG In-game content text | AI-assisted tools were used in areas such as localization. | ISIT Studio | - | May 23, 2026 | |
Red Capture Store/marketing art | The visual design on the store page was generated by AI | PopOldGames | - | May 23, 2026 | |
False Flag Store/marketing art | AI is only used to create banners and promotional visuals. It is not used in gameplay, programming, or any core game content. | Cyvana | - | May 23, 2026 | |
THE Fart King | Al were used to assist with translating text into multiplelanguages. | zhitiangg | - | May 23, 2026 |