Generative AI was used to assist with this game.
- Creator
- 卜算子工作室
- Reviews
- -
- Added
- Sep 1, 2026
Public Steam disclosure research 26,754 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.
Generative AI was used to assist with this game.
Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization. AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game.
AI is used in the first section of gameplay trailer, the scenes with Ethan.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation. Some AI generation for promotional imagery
Generative AI tools were used during the development of this game to assist in creating selected pre-generated content, including images and illustrations, character visuals, 3D characters, models and assets, textures, cinematic videos, narration and voice elements, soundtrack/music, and selected textual or narrative content. All AI-assisted content was reviewed, selected, edited, and integrated by the developer before being included in the final game. Generative AI is not used to create content or code during gameplay.
Generative AI was used to help create some of the store page marketing images and some of the game's music tracks, which are used as in-game content (the songs players perform to during gameplay). No generative AI is used to generate images or text within the game itself all in-game visuals and text are handcrafted.
This game uses generative AI tools in parts of its development process. Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer. Audio: Some sound effects and voice lines may be generated or processed using AI tools. Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets. No AI-generated content is created live during gameplay. All content is fixed and reviewed before release.
Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included. No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.
Some pre-rendered content was created with generative AI tools and then manually reviewed, selected, and edited by the developer: art assets (store capsule artwork, character and environment sprites) and localized text (Japanese, Simplified Chinese, French, and Russian translations of the game's interface). All game design, code, and original Korean/English text were written by the developer. The game does not generate any content with AI at runtime — there is no live or real-time AI generation.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
The music of this game is made with AI and modified by human musicians
AI image generation has been used on object artwork and asset creation
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
As a solo-developed game, Generative AI is utilized to generate: Artwork Voiceovers And may be utilized in: De-bugging
AI used for programmation
A limited amount of 2D user-interface artwork was created with AI assistance.
I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.
Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay.
AI graphics are only used for preloading and will not be generated in the game
This game uses generative AI in the following ways: Art: Visual assets including the logo, UI elements, backgrounds, and character sprites were created with the assistance of AI image generation tools, then reviewed and adjusted by the developer. Localization: In-game text was translated into 72 languages with the assistance of AI translation tools. All content has been reviewed by the developer before release.
some images and sprites was generated with A.I.
Parts of Fluxgates were built with AI assistance, and all of it is fixed content baked into the build - nothing is generated while you play. Code: Some of the game's source was written with an AI coding assistant, reviewed, edited and tested by the developer before shipping. Text: English and French interface strings and node descriptions were drafted with AI help and edited by hand. No AI generated art or audio. Every visual is drawn by the interface itself, and every sound and music track is synthesised procedurally by a script in the project. The game runs fully offline. No AI model runs at runtime, and no data leaves your machine.
I used AI to generate some minor 2D pixel art assets like a cage and some props.
The soundtrack was created with AI audio tools. Everything else is hand-made.
The in-game localization for this title is currently in an AI-assisted translation phase. For the official release, the text will undergo expert proofreading and re-translation to deliver an improved gaming experience. In terms of audio, while there are a few temporary AI assets used to hit our Next Fest schedule, rest assured that every last one will be replaced.
The five background music tracks in this game were produced with a generative AI music tool.
Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience!
Generative AI has been used to create sound effects, music and some user interface elements.
Some of the artwork in ChessTan was created with the help of generative AI tools. This includes in-game graphics (unit and board art) and the store page / marketing images. All AI-generated art was reviewed, edited, and curated by the developer before use. No AI-generated content is produced live during gameplay. Music is licensed royalty-free stock (not AI-generated), and AI coding assistants were used only for development, not to generate player-facing content
Coding & Assistance creating skins
Swarm Idle uses generative AI as part of its development workflow to assist with localization and the creation of some visual assets. All AI-assisted content is reviewed and integrated by the developer. No generative AI is used during gameplay or at runtime.
Generative AI tools were used to assist with some UI artwork and localization. All AI-assisted content is pre-generated and reviewed before being included in the game or its store materials.
AI was used for code assistant and for the music.
This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement.
The optional cursor-buddy 3D character included in this application was pre-generated with Meshy AI under a paid commercial license. No other shipped content is AI-generated, and this application does not generate AI content during use. Built-in tools such as automatic subtitles run local machine-learning models on this device to process the user's own media only.
Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools.
Generative AI tools were used during the development of Morgenrot to assist with programming, brainstorming, text creation, translation, and the creation of some visual assets. The game does not use generative AI to dynamically generate content during gameplay.
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.
The game's visual assets and language translations were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer before being included in the final game.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
本作では、ゲーム内で生成AIを多分に使用しています
Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime.
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
本作では、一部の背景画像、イベント画像、キャラクター画像、ロゴ検討、音響素材の制作補助に生成AIを使用しています。生成された素材は開発者が選定・編集・加工し、作品の世界観とゲーム内容に合わせて実装しています。 ゲームプレイ中に、プレイヤー入力へ応答してAIが新しい画像、文章、音声、その他のコンテンツを生成する機能はありません。
Generative AI was used to create portions of the pre-rendered promotional trailer and to assist with the production of some visual assets. No content is generated during gameplay, and the game does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
古玩掌柜 Unclear | Generative AI was used to assist with this game. | 卜算子工作室 | - | Sep 1, 2026 | |
JIGSEUM: Assemble Jigsaws with Magic In-game content arttext | Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization.
AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game. | AiryMintoLab | - | Sep 1, 2026 | |
MoonLite Store/marketing art | AI is used in the first section of gameplay trailer, the scenes with Ethan. | Lector Interactive | - | Sep 1, 2026 | |
Pocket Adventurer In-game content artcode | Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery | lowpolysaint | - | Sep 1, 2026 | |
Melaka 1511: The Malay Chronicles - Before The Storm In-game content artaudiotext | Generative AI tools were used during the development of this game to assist in creating selected pre-generated content, including images and illustrations, character visuals, 3D characters, models and assets, textures, cinematic videos, narration and voice elements, soundtrack/music, and selected textual or narrative content. All AI-assisted content was reviewed, selected, edited, and integrated by the developer before being included in the final game. Generative AI is not used to create content or code during gameplay. | SYAHIR BAHIRAN HILMI | - | Sep 1, 2026 | |
Beat-Sensei In-game content artaudio | Generative AI was used to help create some of the store page marketing images and some of the game's music tracks, which are used as in-game content (the songs players perform to during gameplay). No generative AI is used to generate images or text within the game itself all in-game visuals and text are handcrafted. | NoName-Epic | - | Sep 1, 2026 | |
Who Is Wrong In-game content artaudiocode | This game uses generative AI tools in parts of its development process.
Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer.
Audio: Some sound effects and voice lines may be generated or processed using AI tools.
Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets.
No AI-generated content is created live during gameplay. All content is fixed and reviewed before release. | Enginar Games | - | Sep 1, 2026 | |
Sort The Capybaras In-game content art | Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model. | Red Panda Studio | 149 | Sep 1, 2026 | |
AIGENROBO In-game content art | Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI. | RAIDENWORKS | - | Sep 1, 2026 | |
MARSTEAD In-game content arttext | Some pre-rendered content was created with generative AI tools and then manually reviewed, selected, and edited by the developer: art assets (store capsule artwork, character and environment sprites) and localized text (Japanese, Simplified Chinese, French, and Russian translations of the game's interface). All game design, code, and original Korean/English text were written by the developer. The game does not generate any content with AI at runtime — there is no live or real-time AI generation. | JJJI STUDIO | - | Sep 1, 2026 | |
Decadrive In-game content art | Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime. | MARVIN BRAGA SISTEMAS LTDA | - | Sep 1, 2026 | |
Endless Roadtrip In-game content audio | The music of this game is made with AI and modified by human musicians | Halfsnow | - | Sep 1, 2026 | |
WORKS: Motorsport Factory In-game content art | AI image generation has been used on object artwork and asset creation | River Rock Games | - | Sep 1, 2026 | |
Sill Dogs Dev only code | This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay. | SQOOL | 38 | Sep 1, 2026 | |
Mind The Quota In-game content arttext | Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game. | MISHOWARE | - | Sep 1, 2026 | |
Rise To Valor audiocode | As a solo-developed game, Generative AI is utilized to generate:
Artwork
Voiceovers
And may be utilized in:
De-bugging | ZuperMoron | - | Sep 1, 2026 | |
Out of Range Dev only code | AI used for programmation | Yoho Games | - | Sep 1, 2026 | |
Everyone Will Die In-game content art | A limited amount of 2D user-interface artwork was created with AI assistance. | Konstantine Games | - | Sep 1, 2026 | |
Trinity Descent In-game content art | I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together. | Lipsia Games | - | Sep 1, 2026 | |
Moonwrought Bastion In-game content artaudiotext | Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services. | Moonwrought Games | - | Sep 1, 2026 | |
Three Kingdoms Reimagined In-game content artaudio | Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay. | Jeremy Cabaccang | - | Sep 1, 2026 | |
泣魂 general | AI graphics are only used for preloading and will not be generated in the game | 灵境研究 | - | Sep 1, 2026 | |
SlimeMerge In-game content arttext | This game uses generative AI in the following ways:
Art: Visual assets including the logo, UI elements, backgrounds, and character sprites were created with the assistance of AI image generation tools, then reviewed and adjusted by the developer.
Localization: In-game text was translated into 72 languages with the assistance of AI translation tools.
All content has been reviewed by the developer before release. | QuietQuickCollapseGames | - | Sep 1, 2026 | |
G.O.T. In-game content art | some images and sprites was generated with A.I. | Nexforge | - | Sep 1, 2026 | |
Fluxgates In-game content textcode | Parts of Fluxgates were built with AI assistance, and all of it is fixed content baked into the build - nothing is generated while you play.
Code: Some of the game's source was written with an AI coding assistant, reviewed, edited and tested by the developer before shipping.
Text: English and French interface strings and node descriptions were drafted with AI help and edited by hand.
No AI generated art or audio. Every visual is drawn by the interface itself, and every sound and music track is synthesised procedurally by a script in the project.
The game runs fully offline. No AI model runs at runtime, and no data leaves your machine. | Mouniou | - | Sep 1, 2026 | |
Not Again In-game content art | I used AI to generate some minor 2D pixel art assets like a cage and some props. | Vireo Studio | - | Sep 1, 2026 | |
Tether Space Program In-game content audio | The soundtrack was created with AI audio tools. Everything else is hand-made. | Nelson Neto | - | Sep 1, 2026 | |
UNSEAM In-game content text | The in-game localization for this title is currently in an AI-assisted translation phase.
For the official release, the text will undergo expert proofreading and re-translation to deliver an improved gaming experience.
In terms of audio, while there are a few temporary AI assets used to hit our Next Fest schedule, rest assured that every last one will be replaced. | Salt&Vinegar | - | Sep 1, 2026 | |
カスペナ~カスタムペナント野球 In-game content audio | The five background music tracks in this game were produced with a generative AI music tool. | Yorumina | - | Sep 1, 2026 | |
Lesion In-game content arttext | Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | SocksandGoats Studios | - | Sep 1, 2026 | |
Heroes of Aetheria : Crystal Siege Dev only codetext | Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience! | Aethel Studio | - | Sep 1, 2026 | |
Center Ice Hockey In-game content audioart | Generative AI has been used to create sound effects, music and some user interface elements. | Joonas Kaunisto | - | Sep 1, 2026 | |
ChessTan In-game content art | Some of the artwork in ChessTan was created with the help of generative AI tools. This includes in-game graphics (unit and board art) and the store page / marketing images. All AI-generated art was reviewed, edited, and curated by the developer before use. No AI-generated content is produced live during gameplay. Music is licensed royalty-free stock (not AI-generated), and AI coding assistants were used only for development, not to generate player-facing content | Darren Huai | - | Sep 1, 2026 | |
Shattersight In-game content art | Coding & Assistance creating skins | Derek Bancarz | - | Sep 1, 2026 | |
Swarm Idle In-game content arttext | Swarm Idle uses generative AI as part of its development workflow to assist with localization and the creation of some visual assets. All AI-assisted content is reviewed and integrated by the developer. No generative AI is used during gameplay or at runtime. | Omicra Lyrae | 42 | Sep 1, 2026 | |
Forklift Logistics Simulator In-game content arttext | Generative AI tools were used to assist with some UI artwork and localization.
All AI-assisted content is pre-generated and reviewed before being included in the game or its store materials. | Bromy | - | Sep 1, 2026 | |
Just another Tank game In-game content audio | AI was used for code assistant and for the music. | Leonardo Severini | - | Sep 1, 2026 | |
查尔诺卢斯基的办公室 Charnoluzky's Office In-game content art | This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement. | EgraphonGames | - | Sep 1, 2026 | |
Strange Video Editor In-game content art | The optional cursor-buddy 3D character included in this application was pre-generated with Meshy AI under a paid commercial license. No other shipped content is AI-generated, and this application does not generate AI content during use. Built-in tools such as automatic subtitles run local machine-learning models on this device to process the user's own media only. | Blackcanes | - | Sep 1, 2026 | |
Ragdoll Recoil In-game content artaudio | Some pre-generated visual and audio assets used in the game were created with the assistance of generative AI tools. | MSDEV Games | - | Sep 1, 2026 | |
Morgenrot In-game content artcodetext | Generative AI tools were used during the development of Morgenrot to assist with programming, brainstorming, text creation, translation, and the creation of some visual assets. The game does not use generative AI to dynamically generate content during gameplay. | abeler.tech | - | 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 | |
Tavern Game Night In-game content arttext | The game's visual assets and language translations were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer before being included in the final game. | naputtaja | - | Sep 1, 2026 | |
PEEMAN In-game content artcode | Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay. | TheFoolHead | - | Sep 1, 2026 | |
裂光のセリアーナ Live AI text | 本作では、ゲーム内で生成AIを多分に使用しています | ワイズ万 | - | Sep 1, 2026 | |
Laylines In-game content artaudiotext | Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime. | Omniteca 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 | |
いつまでも美シク - Villa NEPENTHES - In-game content artaudio | 本作では、一部の背景画像、イベント画像、キャラクター画像、ロゴ検討、音響素材の制作補助に生成AIを使用しています。生成された素材は開発者が選定・編集・加工し、作品の世界観とゲーム内容に合わせて実装しています。
ゲームプレイ中に、プレイヤー入力へ応答してAIが新しい画像、文章、音声、その他のコンテンツを生成する機能はありません。 | DREAMSHARE | - | Sep 1, 2026 | |
6F: NIGHT SCHOOL LOOP∞ Store/marketing art | Generative AI was used to create portions of the pre-rendered promotional trailer and to assist with the production of some visual assets. No content is generated during gameplay, and the game does not connect to external AI services. | お寿司 | - | Sep 1, 2026 |