Some code and animation created with the assistance of LLMs.
- Creator
- Deep Six Game Studios
- Reviews
- -
- Added
- Aug 29, 2026
Public Steam disclosure research 26,760 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.
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Interactive or runtime AI features disclosed by the developer.
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Some code and animation created with the assistance of LLMs.
No generative AI was used to create the game's visual art or artwork. Generative AI was used to create the initial versions of some music tracks, which were then manually edited and adapted into loopable versions for use in the game. AI was also used to assist with drafting and editing some store page descriptions.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play. Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
We used generative AI for the icons in the skill tree.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
Generative AI tools were used during development to assist with portions of source code and early drafts of store-page and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
music
music
Localization, some textures, and artwork.
As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets.
Steam community assets and store page art. Planning to replace later with art from an artist.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
Some music, graphics and a little bit of code
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
This game uses generative AI tools during development. - Artwork in Steam Shop , and Picture Character in Game
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork. All generated content was reviewed and edited by hand. No AI is used at runtime.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
The images of characters and props in this game were all generated using AI tools; Some of the game's code was directly generated or assisted by AI
Some materials were generated with AI assistance
The game is a single hand-maintained source file. It was written together with an AI coding assistant. Every change was reviewed, tested and integrated by the developer; the game ships with its own automated test suite.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs.
The code and the graphic design was made with AI
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
Generative AI was used in the development of some UI elements of the game.
Generative AI was used only as a writing aid: the first drafts of the character's short speech-bubble lines, the store page text and our support/privacy web pages were written with an LLM (Claude) and then reviewed and edited by our team. No AI-generated images, 3D models, animations, voices or music are used; the character model, motions and songs were created by people. Nothing is generated by AI at runtime.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
This game uses generative AI in a limited way, and only for some artwork. Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses. The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service. We do not use generative AI to impersonate real clubs, real players, or real people.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page. All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the background images used in this game were created with the help of generative AI tools. All generated images were reviewed, selected, and adjusted by the developer before being included in the game. Generative AI was not used for the scenario text, the character sprites, the UI, or the music. This game contains no system that generates any content in real time with AI while playing.
Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
Some of the assets used in the game were generated using Generative AI.
Generative AI was used in developing game code.
The game only uses AI for the game's logo.
Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI.
Generative AI was used during development to assist with coding, promotional artwork, and store-page copy and localization. All outputs were reviewed by the developer.
Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı.
I’m truly sorry for using AI‑generated content in the game. The vast majority of art assets you see in‑game are AI‑produced. These images have all gone through screening. Apart from a very small number of cases, most are not easily recognizable as AI‑generated.
Generative AI was used to support parts of the game’s development.
Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
Daydream Cat: DreamSpirits Idle Adventure In-game content audiotext | No generative AI was used to create the game's visual art or artwork. Generative AI was used to create the initial versions of some music tracks, which were then manually edited and adapted into loopable versions for use in the game. AI was also used to assist with drafting and editing some store page descriptions. | StandinFire Studio | - | Aug 29, 2026 | |
Mandate 1600: The East In-game content arttext | Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output. | RM GAME | - | Aug 29, 2026 | |
Deep Sea Survivor In-game content artaudio | Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay. | 10PARK | - | Aug 29, 2026 | |
FSPunch In-game content artaudiocode | The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running. | opinionampGames | - | Aug 29, 2026 | |
Laryen Live AI text | Laryen includes an optional in-game AI companion named Laria. When a player asks Laria a question by voice or text, her answer is generated at runtime by an AI language model, grounded in Laryen's own game data (monsters, hunting grounds, equipment, drops and progression). Laria answers questions about the game only. She does not generate artwork, music, or content that is shared with other players, and using her is never required to play.
Some artwork used in our store page and marketing materials was created with the assistance of generative AI tools and reviewed by our team before publication. | WITHCENTER | 10 | Aug 29, 2026 | |
Echo Doodle In-game content artaudio | Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay. | TruePushed | - | Aug 29, 2026 | |
Clickhold In-game content art | We used generative AI for the icons in the skill tree. | Cataclicktic Games | - | Aug 29, 2026 | |
ALL-HU: Mahjong Puzzle In-game content artaudio | Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI. | SHJ Studio | - | Aug 29, 2026 | |
Save the princess : Cards & Chaos In-game content text | Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience. | BlackCrow | - | Aug 29, 2026 | |
Devouring City Store/marketing codetext | Generative AI tools were used during development to assist with portions of source code and early drafts of store-page
and localization text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not
generate AI content during gameplay and does not connect to external AI services. | Napforge Studio | - | Aug 29, 2026 | |
Me VS Demonking?Seriously? Unclear | music | 异世界卡车 | - | Aug 29, 2026 | |
Esper Overload Unclear | music | 异能小队 | - | Aug 29, 2026 | |
Spear Dive In-game content textart | Localization, some textures, and artwork. | Soba Studio | - | Aug 29, 2026 | |
Little Magic Fish Story In-game content art | As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets. | III SRISLE | - | Aug 29, 2026 | |
Rookie Spook Store/marketing art | Steam community assets and store page art. Planning to replace later with art from an artist. | Games with Geebs | - | Aug 29, 2026 | |
Epic Goose Game In-game content audioart | The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI. | Kotynia Games | - | Aug 29, 2026 | |
Morality In-game content artaudiocode | Some music, graphics and a little bit of code | Novka Studio | - | Aug 29, 2026 | |
Marsheez In-game content artaudiocode | During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play. | Tijmen Meijer MSc | - | Aug 29, 2026 | |
Tidy Tokens In-game content artaudio | Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion. | 2 STATES STUDIO | - | Aug 29, 2026 | |
Hunt Soul Infinity art | This game uses generative AI tools during development.
- Artwork in Steam Shop , and Picture Character in Game | VORAWIT KIDARN | - | Aug 29, 2026 | |
Harvest Exit Plan In-game content artaudiotext | Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime. | Nicholas Schmitz | - | Aug 29, 2026 | |
Hero of the Kingdom: Echoes In-game content text | Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts. | Lonely Troops | - | Aug 29, 2026 | |
一锅成名 In-game content artaudio | This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime. | WANG YUXIN | - | Aug 29, 2026 | |
By My Command In-game content artcode | The images of characters and props in this game were all generated using AI tools;
Some of the game's code was directly generated or assisted by AI | bluem | - | Aug 29, 2026 | |
奇怪的三国模拟器 Unclear | Some materials were generated with AI assistance | 游戏方程工作室 | - | Aug 29, 2026 | |
Pogo Gnom Dev only code | The game is a single hand-maintained source file. It was written together
with an AI coding assistant. Every change was reviewed, tested and integrated by
the developer; the game ships with its own automated test suite. | KILIRAU | - | Aug 29, 2026 | |
THE LONG FORGETTING In-game content artaudio | All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made. | Quiet Machine | - | Aug 29, 2026 | |
Giusto In-game content art | Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs. | JustRite Games | - | Aug 29, 2026 | |
Arcanefall : Darklands Unclear artcode | The code and the graphic design was made with AI | zak1aN | - | Aug 29, 2026 | |
Phasewright In-game content audio | The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made. | Lucaren | - | Aug 29, 2026 | |
Rap In-game content art | Generative AI was used in the development of some UI elements of the game. | axis | - | Aug 29, 2026 | |
推しマスコット Store/marketing text | Generative AI was used only as a writing aid: the first drafts of the character's short speech-bubble lines, the store page text and our support/privacy web pages were written with an LLM (Claude) and then reviewed and edited by our team. No AI-generated images, 3D models, animations, voices or music are used; the character model, motions and songs were created by people. Nothing is generated by AI at runtime. | MGK Inc. | - | Aug 29, 2026 | |
Broken Rift: Dominion In-game content art | The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services. | Last Exit Diner | - | Aug 29, 2026 | |
Garbage Incident In-game content art | Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game. | Empty Pixel | - | Aug 29, 2026 | |
Retro Club Dynasty Season 92/93 In-game content art | This game uses generative AI in a limited way, and only for some artwork.
Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses.
The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service.
We do not use generative AI to impersonate real clubs, real players, or real people. | Mezko Games | - | Aug 29, 2026 | |
Bullet Debt In-game content artaudiocode | Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | David Gamble | - | Aug 29, 2026 | |
越え In-game content arttext | Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer. | Lunamarine Studio | - | Aug 29, 2026 | |
//トロイメライ・ノクターン In-game content art | Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing. | shiori-project | - | Aug 29, 2026 | |
Linwu: Spirit Beast Ranch In-game content artaudio | Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime. | Linveil Games | - | Aug 29, 2026 | |
Punch The Monkey In-game content art | Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player. | DiamondDev | - | Aug 29, 2026 | |
Don't Stop Cutting The Trees! In-game content art | Some of the assets used in the game were generated using Generative AI. | Wovley Games | - | Aug 29, 2026 | |
Royal Bomb Squad POP! Dev only code | Generative AI was used in developing game code. | STONEFRUITWORKS | - | Aug 29, 2026 | |
Spirit Fox Store/marketing art | The game only uses AI for the game's logo. | TheWolfYT | - | Aug 29, 2026 | |
Sukmantos Kitchen 1990 In-game content artaudio | Translations and audio dubbings are made with AI. Some contents including graphic images and video are made with AI. | Ilhaminati | - | Aug 29, 2026 | |
DIGITRE:SUM Store/marketing codearttext | Generative AI was used during development to assist with coding, promotional artwork, and store-page copy and localization. All outputs were reviewed by the developer. | Overlatt | - | Aug 29, 2026 | |
EGO X The Truth Dev only codeart | Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı. | Elif Dalmis | - | Aug 29, 2026 | |
一体双生 art | I’m truly sorry for using AI‑generated content in the game.
The vast majority of art assets you see in‑game are AI‑produced.
These images have all gone through screening.
Apart from a very small number of cases, most are not easily recognizable as AI‑generated. | 苍穹星炎 | - | Aug 29, 2026 | |
Three Kingdoms Story Unclear | Generative AI was used to support parts of the game’s development. | AFGames | - | Aug 29, 2026 | |
Minip In-game content art | Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets. | NorthIron Studios | - | Aug 29, 2026 |