The game to contain art assets generated by artificial intelligence
- Creator
- Gamesforgames
- Reviews
- 12
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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 game to contain art assets generated by artificial intelligence
Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI.
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services.
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer. The game does not include real-time AI-generated content.
AI Disclosure for "Lake Town Stories" We use generative AI to assist in the creation of the following game assets: Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools. Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools. All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision.
ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay.
The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight.
The store page capsule image (cover art) was generated using AI.
AI generative models were used to create localization files to support languages that would otherwise be difficult for a solo developer. Placeholder AI-generated assets have been created for the Steam store splash images, with the intent of commissioning an artist if this gains community support. All in-game assets (sprites, music, sound effects, UI elements, and interactive content) were created by humans and are credited in the game credits. CPU opponents use traditional game AI algorithms, not generative AI models. This is the third iteration of development, that was originally developed in 2019 with HTML + JS, then rebuilt in Unity, and then transferred to LOVE2D written in Lua. It was more-or-less built with a box of scraps in a cave in its first iterations, and modern software since those days have effectively blurred the line where task automation meets unethical AI consumption. It's up to each of us to determine where that line is for ourselves in a rapidly changing digital age. As both a solo game dev and multimedia artist carrying a full-time job in neither of those fields, I feel that it's important to be educating ourselves on where AI can be a useful tool to allow new opportunities and expand capabilities for independent creators that are otherwise untenable, while keeping the human side of game dev at its core, especially in the indie genre.
This game was developed with the assistance of generative AI tools: - Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans - Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans - Game code and engine systems were developed with AI programming assistance All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency.
The background images and girls pictures are pre-rendered AI art
Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego. La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real.
Artificial Intelligence was only used to create the store page icons and the in game welcome screen. All gameplay code, mechanics, artwork, and sound was naturally created.
Background Music (BGM) Team Logo
Generative AI was used for a few non-gameplay elements: marketing materials excluding screenshots, the game logo and its in-game implementation, a noise map for shaders, and some post processing textures specifically to aid in the creation of the CRTV effect. All other visible assets, music, and sounds were made by hand.
Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English. In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation.
This game utilizes generative AI tools to assist in the creation of certain assets. Specifically, some visual elements (promotional art) and background music tracks were created using AI. All generated content has been manually reviewed to fit the game's style and quality standards.
The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time.
No generative AI was used in the development of the game itself. All gameplay systems, code, and in-game assets were created without the use of generative AI. Generative AI was used only in the creation of certain Steam store assets, such as capsule images and other store page graphics.
The background images and flowers pictures are pre-rendered AI art
The background images and chocolate pictures are pre-rendered AI art.
Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement.
Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version.
No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game.
This game features AI-generated content, including AI-developed materials such as imagery and audio.
Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually.
AI assisted me in the creation of this game.
Some SFXs and Steam capsules only
AI tools were used to enhance, sharpen and upscale images. Some backgrounds were generated using AI.
Several audio and video assets are generated. Store assets and capsule arts contain generated parts.
all the pictures are generated by artificial intelligence.
I used AI to create some of the art, some promotional materials, and some sounds. The game idea and mechanics are entirely my own.
Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website.
For the prototype I've generated story-pixel art. It will be changed for professional graphics designer in the final game version. I'm solo dev, at this stage I can't afford to hire full-time artist. The rest of the game graphics is either BOUGHT or pixel-drawn by myself. Hope you understand. Thanks.
The background images and plums pictures are pre-rendered AI art.
Some 2D visual concepts were created with the support of artificial intelligence.
AI was used for voice acting.
Content: All the content in this game, the bros, their details, the game mechanics, game play, game ideas, narrative and wording throughout the game is all human created. Coding: The majority of the raw coding was done by ChatGpt. Artwork: All visuals, including sprites were created by DALL-E and ChatGPT. Music: All song lyrics and themes were human created. All the music creation was done by Suno. Voice Over: The tutorial voice over was done with ElevenLabs Studios.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
Only the music and sound effects in this game were generated using AI.
For the technical development of this title, I utilized AI tools to assist with writing and debugging the game's code, as I do not have a formal background in programming.
The puzzle images pre-rendered AI art
Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods. The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency: 1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes. 2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories. 3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme.
This game uses generative AI for the following purposes: · Text language translation The following languages are translated by local staff, not AI: English French Italian German Dutch Spanish Spanish (Latin America) Polish Portuguese (Brazil) Japanese Korean
Used LLM's for for translation to other languages.
This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation. Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams.
Some of the art in the game and on the store page was created with the help of AI.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
NEON DRIFT ULTRA In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 12 | Mar 18, 2026 | |
Dealer Bust! | Roguelike BlackJack In-game content artcode | Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI. | Destina Games | - | Mar 18, 2026 | |
Ironseed : Lost Chapter In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
Shards of Primora In-game content artaudio | Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services. | Vryapt | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
PAVLOV23 In-game content arttext | Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer.
The game does not include real-time AI-generated content. | poligon13studio | - | Mar 18, 2026 | |
Lake Town Stories In-game content artaudio | AI Disclosure for "Lake Town Stories"
We use generative AI to assist in the creation of the following game assets:
Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools.
Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools.
All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision. | Studio Digima | - | Mar 18, 2026 | |
ASCII-RIFT In-game content audiocode | ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay. | End of Line Club | - | Mar 18, 2026 | |
Iron Legacy In-game content artcode | The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight. | Static Fluid | - | Mar 18, 2026 | |
Threshold Warden Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 11 | Mar 18, 2026 | |
Panic of the Apes In-game content textart | AI generative models were used to create localization files to support languages that would otherwise be difficult for a solo developer. Placeholder AI-generated assets have been created for the Steam store splash images, with the intent of commissioning an artist if this gains community support. All in-game assets (sprites, music, sound effects, UI elements, and interactive content) were created by humans and are credited in the game credits. CPU opponents use traditional game AI algorithms, not generative AI models.
This is the third iteration of development, that was originally developed in 2019 with HTML + JS, then rebuilt in Unity, and then transferred to LOVE2D written in Lua. It was more-or-less built with a box of scraps in a cave in its first iterations, and modern software since those days have effectively blurred the line where task automation meets unethical AI consumption.
It's up to each of us to determine where that line is for ourselves in a rapidly changing digital age. As both a solo game dev and multimedia artist carrying a full-time job in neither of those fields, I feel that it's important to be educating ourselves on where AI can be a useful tool to allow new opportunities and expand capabilities for independent creators that are otherwise untenable, while keeping the human side of game dev at its core, especially in the indie genre. | Adam Weaver | - | Mar 18, 2026 | |
Terminal Tales: An Interactive Fiction Anthology In-game content textartcode | This game was developed with the assistance of generative AI tools:
- Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans
- Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans
- Game code and engine systems were developed with AI programming assistance
All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency. | NEWB GAMES, LLC | - | Mar 18, 2026 | |
Lovely Anime Puzzle: Spring In-game content art | The background images and girls pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
J. El Tanquista In-game content art | Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego.
La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real. | Jorge Damian Rodriguez | - | Mar 18, 2026 | |
Orbital Peril In-game content art | Artificial Intelligence was only used to create the store page icons and the in game welcome screen. All gameplay code, mechanics, artwork, and sound was naturally created. | ZaxtorGameS | - | Mar 18, 2026 | |
Minus Nine Unclear audio | Background Music (BGM)
Team Logo | SmallShip | 29 | Mar 18, 2026 | |
Batouttahell! In-game content art | Generative AI was used for a few non-gameplay elements: marketing materials excluding screenshots, the game logo and its in-game implementation, a noise map for shaders, and some post processing textures specifically to aid in the creation of the CRTV effect. All other visible assets, music, and sounds were made by hand. | Ovvl | - | Mar 18, 2026 | |
The Hunter Files: Case One In-game content textartaudio | Generative AI tools were used during development in a supportive role. This includes assistance with grammar checks and text refinement, as well as helping translate original German game content into clear and natural English.
In addition, AI assisted image generation was used as a basis for selected HUD elements and inventory item visuals, as well as for a small number of in game visual assets. AI assisted tools were used during the creation of the game’s background music. All AI generated content was reviewed, edited, and integrated manually to ensure consistency with the game’s art style and overall presentation. | DocMosh e.U. | - | Mar 18, 2026 | |
Lose My Mind In-game content artaudio | This game utilizes generative AI tools to assist in the creation of certain assets. Specifically, some visual elements (promotional art) and background music tracks were created using AI. All generated content has been manually reviewed to fit the game's style and quality standards. | Past Tense Studio | - | Mar 18, 2026 | |
Uranium Wars: Apocalypse! In-game content audio | The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time. | Giga Raptor | - | Mar 18, 2026 | |
Brak In-game content art | No generative AI was used in the development of the game itself. All gameplay systems, code, and in-game assets were created without the use of generative AI.
Generative AI was used only in the creation of certain Steam store assets, such as capsule images and other store page graphics. | Frenzied Interactive | - | Mar 18, 2026 | |
Space Memory: Flowers In-game content art | The background images and flowers pictures are pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Sweetie Candy Maze: White Chocolate In-game content art | The background images and chocolate pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
Gods of Angling Unclear art | Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement. | EarthBounder | 34 | Mar 18, 2026 | |
Babelum In-game content audio | Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version. | Retro Tales | - | Mar 18, 2026 | |
Bound Crystal Saga In-game content art | No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game. | Wendeoo | - | Mar 18, 2026 | |
University 33 In-game content artaudio | This game features AI-generated content, including AI-developed materials such as imagery and audio. | Fridel Fox | 17 | Mar 18, 2026 | |
Satarichi: Heroes De Caelum In-game content artaudio | Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually. | Sata Indie Games | - | Mar 18, 2026 | |
Secrets of Asherah 2 Unclear | AI assisted me in the creation of this game. | David Barnesky | - | Mar 18, 2026 | |
Chop Signal In-game content audioart | Some SFXs and Steam capsules only | qottodev | - | Mar 18, 2026 | |
Starhound: War On The Frontier In-game content art | AI tools were used to enhance, sharpen and upscale images. Some backgrounds were generated using AI. | Mars Equinox | - | Mar 18, 2026 | |
Agrocracy In-game content audioart | Several audio and video assets are generated. Store assets and capsule arts contain generated parts. | Pluvio Studio | - | Mar 18, 2026 | |
МЕМАСИКИ ПО КЛАССИКЕ Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 11 | Mar 18, 2026 | |
Joker Madness 🃏 In-game content artaudio | I used AI to create some of the art, some promotional materials, and some sounds. The game idea and mechanics are entirely my own. | BadGafiGames | - | Mar 18, 2026 | |
Thunderhawk: Danger Close In-game content arttext | Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website. | Funagen Games | - | Mar 18, 2026 | |
Slotlander In-game content art | For the prototype I've generated story-pixel art. It will be changed for professional graphics designer in the final game version. I'm solo dev, at this stage I can't afford to hire full-time artist. The rest of the game graphics is either BOUGHT or pixel-drawn by myself. Hope you understand. Thanks. | Hamster On Coke Games | - | Mar 18, 2026 | |
Sweetie Candy Maze: Violet Plum In-game content art | The background images and plums pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
HexaCastle Store/marketing art | Some 2D visual concepts were created with the support of artificial intelligence. | BitRaiders Games | - | Mar 18, 2026 | |
Last Shot: Drunkman’s Roulette In-game content audio | AI was used for voice acting. | Nitox Games | - | Mar 18, 2026 | |
Heisen-Bro Hustler In-game content artcode | Content:
All the content in this game, the bros, their details, the game mechanics, game play, game ideas, narrative and wording throughout the game is all human created.
Coding:
The majority of the raw coding was done by ChatGpt.
Artwork:
All visuals, including sprites were created by DALL-E and ChatGPT.
Music:
All song lyrics and themes were human created. All the music creation was done by Suno.
Voice Over:
The tutorial voice over was done with ElevenLabs Studios. | Water Curtain Cave Productions | - | Mar 18, 2026 | |
Minesweeper Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | 19 | Mar 18, 2026 | |
GetHigh.EXE In-game content audio | Only the music and sound effects in this game were generated using AI. | Zypong.com | - | Mar 18, 2026 | |
HootBox Dev only code | For the technical development of this title, I utilized AI tools to assist with writing and debugging the game's code, as I do not have a formal background in programming. | Gufo | - | Mar 18, 2026 | |
Color Splash: Reptiles In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Ghostwriter's Pact Live AI textart | Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods.
The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency:
1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes.
2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories.
3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme. | Swah Games | - | Mar 18, 2026 | |
XeGrader plus In-game content text | This game uses generative AI for the following purposes:
· Text language translation
The following languages are translated by local staff, not AI:
English
French
Italian
German
Dutch
Spanish
Spanish (Latin America)
Polish
Portuguese (Brazil)
Japanese
Korean | Tokihiro NAITO | 18 | Mar 18, 2026 | |
Dice'n'Go In-game content text | Used LLM's for for translation to other languages. | Pupworx | - | Mar 18, 2026 | |
Magic Fairy Fun Blast In-game content art | This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation.
Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams. | Wow Cool Games | 11 | Mar 18, 2026 | |
Critternauts In-game content art | Some of the art in the game and on the store page was created with the help of AI. | Gergo V | - | Mar 18, 2026 | |
MAZY Store/marketing art | To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI. | Pierpiero | - | Mar 18, 2026 |