The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like.
- Creator
- Jiri Koubek
- Reviews
- -
- Added
- Jul 22, 2026
Public Steam disclosure research 25,877 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 used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like.
AI is used to translate/localize this game. AI is used to assist programming of this game.
Generative AI music for the Boombox sounds.
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services.
Some background images are generated by Doubao AI.
Generative AI was used for some images and localization.
AI was used in The Canon Keeper for art assets and programming.
AI is used to prepare the promo materials & trailers and generate funny robot voices for bots.
Don't worry, this game is made by an experienced developer. It's fun and good quality. Give it a try! That being said: AI was used to facilitate development. For example: it was used to facilitate coding and localization.
Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Generative AI was used to create various graphical assets featured in the game. These assets were selected, edited, composited and integrated by the developer as part of the game’s visual design, alongside substantial human creative direction, implementation and refinement.
This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page.
Only assets like art and sound were generated using AI. Code was designed and programmed by me.
This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running.
All content in this game was created by a single developer using generative AI tools, under full human supervision. The scenario and script were written by the developer (writing assistance: Claude). All theme song lyrics were written by the developer. Backgrounds, character sprites, the logo, and the OP/ED movies were generated with Leonardo AI, based on the developer's own character designs, compositions, and art direction. The music and theme songs were produced with Suno AI. All voice acting was generated with ElevenLabs; every line in all three languages (Japanese, English, and Simplified Chinese, approx. 1,900 lines each) was individually reviewed by the developer for pronunciation, acting, and emotional delivery, and only approved takes were used. Localization was assisted by Claude Code, with every translation reviewed by the developer. Programming was assisted by Claude Code. The store page and marketing assets (capsule images, logo, trailers, etc.) were likewise created with Leonardo AI (imagery) and Suno AI (music). Screenshots and trailer footage are captures of the actual game (the game itself contains the AI-generated assets described above). Every AI-generated asset was reviewed, selected, and corrected by the developer before use. No content is generated by AI at runtime. A breakdown of tools by production stage is included in the end credits.
Some of the promotional artwork for MoonCraft was created using generative AI tools. All in‑game content, gameplay assets, code, and visuals were created manually without AI. Only the store page art uses AI; the game itself does not include AI‑generated content.
Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime.
Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play.
Generative AI tools were used during development to assist with the game's custom C# code, gameplay systems, UI structure and layout, in-game written content, official word list, localization in nine languages, and draft store-page copy. All AI-assisted outputs were reviewed, edited, tested, and integrated by the developer. Visual art, icons, fonts, music, and sound effects are separately licensed third-party assets. No generative AI is used during gameplay, and the game does not connect to external AI services.
Selected background elements, tilesets, and player and boss character models used AI-generated source material that was manually reworked and adapted. Translations were created and edited with AI assistance. Part of the game's logic was developed with AI assistance. All design and gameplay decisions were made by the developer.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic.
Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material.
Generative AI was used during development to assist in creating some 2D background artwork, character images, item artwork, UI assets, and concept art. These assets were reviewed, edited, adjusted, and integrated into the game by the developer. The game does not generate AI content during gameplay.
As this is a solo-developed project, I have utilized generative AI assistants for the writing, debugging, and structuring of the game's programming code. Additionally, AI has been used in a very minor and complementary capacity for some secondary environmental visual elements. The vast majority of the core artistic assets, art direction, game design, 3D modeling, and overall experience have been entirely hand-crafted and assembled.
Some of the graphics and illustrations used in the game were created with the help of generative AI and have been reviewed and edited by the developers. Generative AI is not used during gameplay.
Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx.
Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service.
Pre-generated AI: GPT Image 2 was used during development to create 2D paper-cut-style images included in the app, including weather phenomena, collectible visitors, ecosystem entities, Steam achievement icons, and key art for Steam store capsules and library assets. The developer selected and edited these images, including cropping, background removal, color and alpha cleanup, and export. The app does not use generative AI at runtime.
Paste this for the "how" description: All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release.
As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually!
The capsules and in-game art are pre-generated.
Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
The achievement icons and some store page promotional images were created with the assistance of generative AI tools.
Artificial intelligence tools were used in the creation of this game’s art assets and code.
Global Plates uses generative AI in limited, development-time ways only: • Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer. • Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools. All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play.
Human-designed, AI-assisted in the creation of game assets.
Some store and marketing artwork (capsule/header images) was created with AI image tools and then reviewed and edited by the developer. Some in-game commander avatars were also AI-assisted. The game does not generate any AI content live during play.
Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。 生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。 ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。
AI voice over for missions and some promotional art just fine tuned with AI.
Nothing to Declare is a handcrafted game by a solo developer: all pixel art was drawn by the developer (AI images served only as composition references early in production and do not appear in the game), and the store images are actual in-game screenshots. The dialogue and case writing were created with the assistance of generative AI — always under the developer's direction, curation, and manual editing, to ensure accuracy regarding rules and legal citations based on actual Brazilian law. No content is generated by AI while you play.
AI was used to generate logos and default sprites for this program.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A PhD Simulator - Publish & Perish In-game content artcode | The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like. | Jiri Koubek | - | Jul 22, 2026 | |
Break the Bank In-game content textcode | AI is used to translate/localize this game.
AI is used to assist programming of this game. | Fen Fen | - | Jul 22, 2026 | |
That Cozy Cat Game In-game content audio | Generative AI music for the Boombox sounds. | KodaSpring Studio | - | Jul 22, 2026 | |
Velocrash In-game content art | Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay. | Apolloxian Games | 11 | Jul 22, 2026 | |
Orcs Again In-game content art | Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services. | Hispagames Estudios | - | Jul 22, 2026 | |
Columbus In-game content art | Some background images are generated by Doubao AI. | ZHANG CHUNNING | - | Jul 22, 2026 | |
Crown Marshal In-game content arttext | Generative AI was used for some images and localization. | FOGMOE | - | Jul 22, 2026 | |
The Canon Keeper In-game content artcode | AI was used in The Canon Keeper for art assets and programming. | F. D. Long Jr. Studios | - | Jul 22, 2026 | |
RIFTFALL In-game content audioart | AI is used to prepare the promo materials & trailers and generate funny robot voices for bots. | GameEra Studios | - | Jul 22, 2026 | |
Mineblader In-game content codetext | Don't worry, this game is made by an experienced developer. It's fun and good quality. Give it a try!
That being said: AI was used to facilitate development. For example: it was used to facilitate coding and localization. | Adam Atamnia | - | Jul 22, 2026 | |
Corelink Protocol In-game content artaudio | Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience. | Corelink Studio | - | Jul 22, 2026 | |
Boiler & Blood In-game content audio | AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world. | Critics Arcade | - | Jul 22, 2026 | |
100 Hidden Relics In-game content art | Generative AI was used to create various graphical assets featured in the game. These assets were selected, edited, composited and integrated by the developer as part of the game’s visual design, alongside substantial human creative direction, implementation and refinement. | Crow Girl Games | - | Jul 22, 2026 | |
Pixel Trader In-game content art | This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page. | Ryaland Studio | - | Jul 22, 2026 | |
Glyphrune In-game content artaudio | Only assets like art and sound were generated using AI. Code was designed and programmed by me. | Caitlyn Walsh (CaveBit Studios) | - | Jul 22, 2026 | |
STAY: Possession • Obsession • Permanence In-game content artaudio | This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay. | Zyphor Studios | - | Jul 22, 2026 | |
ASTERSTEAD In-game content arttextcode | Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running. | LUMICROFT | - | Jul 22, 2026 | |
Effidolum In-game content artaudiotextcode | All content in this game was created by a single developer using generative AI tools, under full human supervision.
The scenario and script were written by the developer (writing assistance: Claude). All theme song lyrics were written by the developer. Backgrounds, character sprites, the logo, and the OP/ED movies were generated with Leonardo AI, based on the developer's own character designs, compositions, and art direction. The music and theme songs were produced with Suno AI. All voice acting was generated with ElevenLabs; every line in all three languages (Japanese, English, and Simplified Chinese, approx. 1,900 lines each) was individually reviewed by the developer for pronunciation, acting, and emotional delivery, and only approved takes were used. Localization was assisted by Claude Code, with every translation reviewed by the developer. Programming was assisted by Claude Code.
The store page and marketing assets (capsule images, logo, trailers, etc.) were likewise created with Leonardo AI (imagery) and Suno AI (music). Screenshots and trailer footage are captures of the actual game (the game itself contains the AI-generated assets described above).
Every AI-generated asset was reviewed, selected, and corrected by the developer before use. No content is generated by AI at runtime. A breakdown of tools by production stage is included in the end credits. | Jloo | - | Jul 22, 2026 | |
MoonCraft In-game content art | Some of the promotional artwork for MoonCraft was created using generative AI tools.
All in‑game content, gameplay assets, code, and visuals were created manually without AI.
Only the store page art uses AI; the game itself does not include AI‑generated content. | Aluminati Studios | - | Jul 22, 2026 | |
Just Cribbage In-game content artaudiotextcode | Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime. | Five Cats Studios | - | Jul 22, 2026 | |
WAZATO: Sabotage or Mistake? In-game content arttext | Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play. | Nichicoma LLC | - | Jul 22, 2026 | |
Draw it, Forget it In-game content codetext | Generative AI tools were used during development to assist with the game's custom C# code, gameplay systems, UI structure and layout, in-game written content, official word list, localization in nine languages, and draft store-page copy.
All AI-assisted outputs were reviewed, edited, tested, and integrated by the developer. Visual art, icons, fonts, music, and sound effects are separately licensed third-party assets.
No generative AI is used during gameplay, and the game does not connect to external AI services. | Boatboat Games | - | Jul 22, 2026 | |
Astral Bounty In-game content arttextcode | Selected background elements, tilesets, and player and boss character models used AI-generated source material that was manually reworked and adapted. Translations were created and edited with AI assistance. Part of the game's logic was developed with AI assistance. All design and gameplay decisions were made by the developer. | Weepel Games | - | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Warix In-game content artaudio | Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic. | Star-snuffing Black | - | Jul 22, 2026 | |
Delphyr: The Deep Whispers In-game content artaudio | Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material. | Collin Schreyer | - | Jul 22, 2026 | |
Rabbits Hunt 2 In-game content art | Generative AI was used during development to assist in creating some 2D background artwork, character images, item artwork, UI assets, and concept art. These assets were reviewed, edited, adjusted, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Usagi Lab | - | Jul 22, 2026 | |
Espetero Simulator In-game content artcode | As this is a solo-developed project, I have utilized generative AI assistants for the writing, debugging, and structuring of the game's programming code.
Additionally, AI has been used in a very minor and complementary capacity for some secondary environmental visual elements. The vast majority of the core artistic assets, art direction, game design, 3D modeling, and overall experience have been entirely hand-crafted and assembled. | K0RE GAMES | - | Jul 22, 2026 | |
Bugfix Billionaire In-game content art | Some of the graphics and illustrations used in the game were created with the help of generative AI and have been reviewed and edited by the developers. Generative AI is not used during gameplay. | PrimeFall Studios | - | Jul 22, 2026 | |
Moo Who? In-game content textartaudio | Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx. | SAT Productions | 106 | Jul 22, 2026 | |
圣盾骑士 In-game content art | Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service. | Xingluo Games | - | Jul 22, 2026 | |
风信来客 In-game content art | Pre-generated AI: GPT Image 2 was used during development to create 2D paper-cut-style images included in the app, including weather phenomena, collectible visitors, ecosystem entities, Steam achievement icons, and key art for Steam store capsules and library assets. The developer selected and edited these images, including cropping, background removal, color and alpha cleanup, and export. The app does not use generative AI at runtime. | Astroite | - | Jul 22, 2026 | |
Scrumbag In-game content artaudio | Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release. | Stockout Studio | - | Jul 22, 2026 | |
Matter MazeBall: Element Trials In-game content art | This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release. | Garoo Interactive | - | Jul 22, 2026 | |
Journeybound Idle In-game content artaudio | As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually! | Max Luck Gaming | 26 | Jul 22, 2026 | |
Sudoku Girls: Hawaii Vacation In-game content art | The capsules and in-game art are pre-generated. | U.D. Games | - | Jul 22, 2026 | |
Just in Case In-game content audio | Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game. | Romantissimo | - | Jul 22, 2026 | |
AquaDesk In-game content artaudio | This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay. | Kanadelier | - | Jul 22, 2026 | |
Tilebound:Mahjong Survivors In-game content art | The achievement icons and some store page promotional images were created with the assistance of generative AI tools. | BambooByte Studio | - | Jul 22, 2026 | |
Forest TD In-game content artcode | Artificial intelligence tools were used in the creation of this game’s art assets and code. | HXZ | - | Jul 22, 2026 | |
Global Plates In-game content audioart | Global Plates uses generative AI in limited, development-time ways only:
• Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer.
• Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools.
All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play. | FBS Games | - | Jul 22, 2026 | |
Chronicles of the Fallen Realm In-game content art | Human-designed, AI-assisted in the creation of game assets. | Cinderfall Games | - | Jul 22, 2026 | |
RTS Outpost In-game content art | Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play. | Murat Yucel | - | Jul 22, 2026 | |
Fateward In-game content artaudiotext | Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer. | Kamacite | - | Jul 22, 2026 | |
Eternal Embrace: Lumina's Sunshine In-game content artaudio | AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed. | Lumina Games Studio | - | Jul 22, 2026 | |
スマートフォン In-game content art | 本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。
生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。
ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。 | OwataStudio | - | Jul 22, 2026 | |
Red Glare The Reckoning In-game content audioart | AI voice over for missions and some promotional art just fine tuned with AI. | BT Studios | - | Jul 22, 2026 | |
Nada a Declarar In-game content text | Nothing to Declare is a handcrafted game by a solo developer: all pixel art was drawn by the developer (AI images served only as composition references early in production and do not appear in the game), and the store images are actual in-game screenshots. The dialogue and case writing were created with the assistance of generative AI — always under the developer's direction, curation, and manual editing, to ensure accuracy regarding rules and legal citations based on actual Brazilian law. No content is generated by AI while you play. | Gabriel D. Paiva | - | Jul 22, 2026 | |
Warden Campaigns In-game content art | AI was used to generate logos and default sprites for this program. | Warden Campaigns | - | Jul 22, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 |