The music in Sandweh was generated with the assistance of AI tools. The developer curated, edited, and implemented the tracks in-game.
- Creator
- Rising Fox Studio
- Reviews
- -
- Added
- Aug 28, 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.
The music in Sandweh was generated with the assistance of AI tools. The developer curated, edited, and implemented the tracks in-game.
This game includes a small amount of generative AI content used only for optional tutorial and demonstration materials. These pre‑generated, G‑rated assets illustrate how the game’s IN‑OUT‑based timing loop works. They do not appear in normal gameplay and do not influence any game systems. All core mechanics, visuals, audio, and interactive content are fully handcrafted and do not use AI generation during play.
The voices in the game were generated by AI, following scripts written by hand.
Text localization
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
Some Generative AI were used in the process of creating the assets used in the game.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Generative AI tools were used during development to assist with code, images, and localized text.
It has been used in the store page images.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
It has been used in the store page images.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
Some of the game's graphical assets are optimised with AI technology.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
1. 中途过程动画:游戏流程中部分过场动画、转场动画及环境氛围动态效果的初始素材由 AI 生成,再经开发团队手动调整、剪辑与整合,以匹配游戏美术风格与叙事节奏。
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
Some promotional materials are AI-generated; the game content itself does not contain AI.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Software uses generative AI
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
The in-game BGM is generated using AI.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
Generative AI was used to translate some in-game text, such as the interface and the contents of letters, and to generate some of the music used in the game.
I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay.
During game development, we used AI tools to assist with the creation of some visual art assets and to support programming work.
AI tools were used as part of the game's visual production and post-production workflow. The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality. In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene. AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process. These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product. Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team. Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome) Animations, music, game design, and all other elements of creativity are the work of a human exclusively. Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model. No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
AI was used for translations.
Certain visual assets and sound effects in this game were created with the assistance of generative AI.
game logo and covers made with ai software tools
Generative Artificial Intelligence used in software development.
Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped. Specifically: • In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand. • Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated. • Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers. Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts. No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
Generative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime.
Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
部分商店素材包含AI生成元素
Generative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content.
Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay.
Some textures and audio assets within this game are AI‑generated.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sandweh In-game content audio | The music in Sandweh was generated with the assistance of AI tools. The developer curated, edited, and implemented the tracks in-game. | Rising Fox Studio | - | Aug 28, 2026 | |
Wanker In-game content art | This game includes a small amount of generative AI content used only for optional tutorial and demonstration materials. These pre‑generated, G‑rated assets illustrate how the game’s IN‑OUT‑based timing loop works. They do not appear in normal gameplay and do not influence any game systems. All core mechanics, visuals, audio, and interactive content are fully handcrafted and do not use AI generation during play. | Totally Discrete, LLC | - | Aug 28, 2026 | |
Flourishing In-game content audio | The voices in the game were generated by AI, following scripts written by hand. | Splintercat Studio | - | Aug 28, 2026 | |
Tale of Dark Lands In-game content text | Text localization | Satur Entertainment | 35 | Aug 27, 2026 | |
Motor Sport Unbounded Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | 7 Wolf Games | - | Aug 26, 2026 | |
ARCHSCROLL In-game content artaudiocodetext | Some Generative AI were used in the process of creating the assets used in the game. | DAYNIMIC | - | Aug 26, 2026 | |
Ashen Wild In-game content artaudiocode | Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI. | Game Genius Studio | - | Aug 26, 2026 | |
Slightly Used Sorcery In-game content arttext | Generative AI tools were used during development to assist with code, images, and localized text. | Based Obviously | - | Aug 26, 2026 | |
Chill Drive Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 25, 2026 | |
Conehead : Earth Zero Dev only code | AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer. | Hakan Akdağ | - | Aug 25, 2026 | |
Car Parkour 3 Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 25, 2026 | |
TIMEKOV Store/marketing text | Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication. | GIYEON | - | Aug 25, 2026 | |
The Infernal Return In-game content art | Some of the game's graphical assets are optimised with AI technology. | Knifish Games | - | Aug 25, 2026 | |
Void Ascend In-game content artaudio | AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game. | Xseynon | - | Aug 25, 2026 | |
RiftQuake In-game content artaudio | We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026) | From Zero, LLC | - | Aug 25, 2026 | |
浊流 (MuddyStream) In-game content art | 1. 中途过程动画:游戏流程中部分过场动画、转场动画及环境氛围动态效果的初始素材由 AI 生成,再经开发团队手动调整、剪辑与整合,以匹配游戏美术风格与叙事节奏。 | 鑫曌工作室 | - | Aug 25, 2026 | |
Puck Rivals: 3on3 Hockey Dev only arttextcode | Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included. | Coastal Summit Studios | - | Aug 25, 2026 | |
Tales of the Otherworld Store/marketing art | Some promotional materials are AI-generated; the game content itself does not contain AI. | 彼境行者(嘉兴)数字科技有限公司 | - | Aug 25, 2026 | |
ASURA BEAT In-game content art | Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services. | NUJABESCODE | - | Aug 25, 2026 | |
Ashmoor Unclear | Software uses generative AI | Tencubed Games | - | Aug 24, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
Traffic Monster In-game content codetext | Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game. | Analgam Games | - | Aug 24, 2026 | |
Cluckopia In-game content artaudio | Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay. | Andre Luiz Themistocles | - | Aug 24, 2026 | |
だんじり野郎 In-game content audio | The in-game BGM is generated using AI. | euphonic, Inc. | - | Aug 24, 2026 | |
Top Wars In-game content art | Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer. | Silly Animators | - | Aug 23, 2026 | |
Enhance Defence In-game content text | During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency. | jewelint | - | Aug 23, 2026 | |
Villagers and Heroes In-game content arttext | We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community. | Mad Otter Games | 1.7k | Aug 23, 2026 | |
Wonderful Time In-game content textaudio | Generative AI was used to translate some in-game text, such as the interface and the contents of letters, and to generate some of the music used in the game. | ondoi33 | - | Aug 23, 2026 | |
The Solyani's Code In-game content artaudio | I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay. | ANGames | - | Aug 23, 2026 | |
都市青年模拟器 In-game content artcode | During game development, we used AI tools to assist with the creation of some visual art assets and to support programming work. | HF GAME | 12 | Aug 23, 2026 | |
The Dark Inside Me - Chapter III Dev only art | AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer. | Akçay Karaazmak | - | Aug 23, 2026 | |
Shrine Train In-game content arttextaudio | AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay. | ShrINe | - | Aug 23, 2026 | |
Valdivia AllStars In-game content art | During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process.
These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product.
Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team.
Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems. | Krow Games | - | Aug 22, 2026 | |
Galactiball In-game content artcodeaudiotext | AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so. | Badgerworks Studios | - | Aug 22, 2026 | |
Polylithic In-game content text | AI was used for translations. | polyperfect | 152 | Aug 22, 2026 | |
Run to Run In-game content artaudio | Certain visual assets and sound effects in this game were created with the assistance of generative AI. | Team_Ssaw | - | Aug 22, 2026 | |
Worm In Village Store/marketing art | game logo and covers made with ai software tools | Valkeala Software | - | Aug 22, 2026 | |
Nine Islands Dev only | Generative Artificial Intelligence used in software development. | Tencubed Games | - | Aug 22, 2026 | |
National Volley In-game content art | Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included. | tsumetogi | - | Aug 22, 2026 | |
Cyber Survivors In-game content artcode | Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service. | Nadyos | - | Aug 22, 2026 | |
Please Stop Breeding the Ducks In-game content art | I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me. | Solarice Interactives | - | Aug 22, 2026 | |
Splatter Piece In-game content artaudio | Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it. | Lief Studio | - | Aug 22, 2026 | |
Books Hate You In-game content arttextcode | Generative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime. | Skill Issue Studios | - | Aug 22, 2026 | |
Rich PaPa In-game content art | Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay. | Sammokgu Games | - | Aug 22, 2026 | |
天衍 Store/marketing art | 部分商店素材包含AI生成元素 | TYstudio | - | Aug 22, 2026 | |
Dawnstead In-game content art | Generative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content. | Dawnstead Games | - | Aug 22, 2026 | |
Sneak & Snitch In-game content arttext | Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay. | MHMD | - | Aug 22, 2026 | |
Food delivery: I’m the top dog, making two hundred a day audio | Some textures and audio assets within this game are AI‑generated. | 桐哥仔 | - | Aug 22, 2026 | |
Outerstellar Aura In-game content art | Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI. | Strange Horizons | - | Aug 22, 2026 | |
ESCAPE: FALSE COLORS In-game content artcode | Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation. | Voss | - | Aug 22, 2026 |