IA used for marketing.
- Creator
- Araplay Studio
- Reviews
- -
- Added
- Sep 25, 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.
IA used for marketing.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game: - Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats. - The match music loop and the match sound effects: audio generation, edited and loudness-normalised. - The announcer voice in the trailer: voice generation. No AI runs while you play. The game is fully offline and generates nothing at runtime.
The in-game background music was pre-produced using AI audio generation tools.
Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement.
I've just gen AI to help with the store page and coding of game elements.
AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights.
Some images in the game were created using generative AI.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design. Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally. Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes. Code: AI assistants were used during programming. Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized. No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content. AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game. AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio).
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish). I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements. Thank you for giving the game a chance and for supporting this indie project.
We currently use generative AI-assisted tools during development to create some pre-generated visual content. The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game. The game does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
The soundtrack is AI generated.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer.
Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code.
Concept Art and Design: Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements. Final Assets: While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Utilize AI for localized translation and pre-rendering
Some of this game's user-interface text, its Korean, English, Japanese and Simplified Chinese translations, parts of this store page, and the on-screen text in the trailer were written with the assistance of generative AI tools, then reviewed and edited by the developer. All 3D models, user-interface art and sound effects are licensed from commercial asset stores. All artwork made for this game, including the app icon, store art and trailer, is rendered or captured from the game itself rather than produced by an image- or video-generation model. The game does not generate any content at runtime and does not connect to any AI service during play.
AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features.
Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used.
Some textures and 3D models
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
AI was used only for localization from English to other languages.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
AI was used during development to help with visual and sound effects.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
AI was used as an assistant to create tooling for faster game development
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
AI tools were used to assist in the creation of some visual assets
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Maverick Combat Store/marketing | IA used for marketing. | Araplay Studio | - | Sep 25, 2026 | |
Studs Up! Win Ugly In-game content artaudiotext | Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime. | Gand | - | Sep 25, 2026 | |
Platformino In-game content audio | The in-game background music was pre-produced using AI audio generation tools. | Bjaeng | - | Sep 25, 2026 | |
BLASTCORE In-game content artaudio | Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement. | Grin Igor | - | Sep 25, 2026 | |
Mouse Mortar CE Store/marketing textcode | I've just gen AI to help with the store page and coding of game elements. | String Theory Cinema Games | - | Sep 25, 2026 | |
Zomboroad In-game content arttextcode | AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights. | ChritzleCraft | - | Sep 25, 2026 | |
Unlucky Duck In-game content art | Some images in the game were created using generative AI. | Oldtushka | - | Sep 25, 2026 | |
Kira the Fox: Crystals of Harmony In-game content artaudiocode | Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time. | Chant Premier | - | Sep 25, 2026 | |
Star Steel Vanguard In-game content art | Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion. | Patch Notes Games | - | Sep 25, 2026 | |
Spellsanity: Wizard Survival In-game content arttext | Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime. | Spellsanity Games | - | Sep 25, 2026 | |
Krevholt In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 25, 2026 | |
Fishball Defence In-game content arttext | Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services. | BitForest | - | Sep 25, 2026 | |
Nine Lives Deep In-game content art | Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play. | Minigoat Games | - | Sep 25, 2026 | |
Orbtrix In-game content artaudiotext | Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages. | Sinonium | - | Sep 25, 2026 | |
Wurzeltiefe In-game content arttextcode | Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio). | AEV Studios | - | Sep 25, 2026 | |
Avoid the Void In-game content audiotext | Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project. | Keycrown Studio | - | Sep 25, 2026 | |
Wallstrike In-game content art | We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running. | Ctrl+Gecko | - | Sep 25, 2026 | |
Wreckums In-game content artaudio | Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play. | Whimstead LLC | - | Sep 25, 2026 | |
I Hate Cuteness In-game content arttext | We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play. | Ennface | - | Sep 25, 2026 | |
CaveTunnel AntiMotion Store/marketing codearttext | This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service. | TJH | - | Sep 25, 2026 | |
aSc Boom In-game content audio | The soundtrack is AI generated. | Juro | - | Sep 25, 2026 | |
Frogging Up: Frog Climb Rage Game In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Sep 25, 2026 | |
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
We Will Die For You In-game content artaudiocode | All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer. | Front Porch Games, LLC | - | Sep 25, 2026 | |
Goliath Rogue In-game content artaudiotextcode | Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code. | Goliath Studios | - | Sep 25, 2026 | |
Cryo Corps In-game content art | Concept Art and Design:
Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements.
Final Assets:
While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience. | 3HM Studios | - | Sep 25, 2026 | |
4 SCREENS, 1 PADDLE In-game content artaudiotext | Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay. | mayoaji | - | Sep 25, 2026 | |
4 SCREENS, 1 LIFE In-game content artaudiotextcode | Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay. | mayoaji | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
Squish & Seek textartaudio | Some of this game's user-interface text, its Korean, English, Japanese and
Simplified Chinese translations, parts of this store page, and the on-screen text
in the trailer were written with the assistance of generative AI tools, then
reviewed and edited by the developer.
All 3D models, user-interface art and sound effects are licensed from commercial
asset stores. All artwork made for this game, including the app icon, store art
and trailer, is rendered or captured from the game itself rather than produced by
an image- or video-generation model. The game does not generate any content at
runtime and does not connect to any AI service during play. | Zukunft | - | Sep 25, 2026 | |
Dungeon Descent Dev only code | AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features. | Leviathan Corporation | - | Sep 25, 2026 | |
The Town is Overrun In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay. | Lockstead Studios | - | Sep 25, 2026 | |
MOBBED Store/marketing art | Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay. | Stari Studios | - | Sep 25, 2026 | |
Fairy Tales Survivors Dev only art | We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used. | BNO Games | - | Sep 25, 2026 | |
Anubis: Wrath of the Underworld Unclear art | Some textures and 3D models | Pavel Nikolov | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
PROF-MAN In-game content artaudio | PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay. | Prof's Arcade | - | Sep 24, 2026 | |
JIGOKU YUGI: Only The Last Gambler Standing Returns to Life In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 24, 2026 | |
Demonator In-game content art | Steam store page logo and cover art made with ai tools.
Game menu icon made with ai tool | Marcello Studios | - | Sep 24, 2026 | |
Ashburrow Unclear artaudio | AI was used during development to help with visual and sound effects. | mendlogames | - | Sep 24, 2026 | |
Stick Mania In-game content art | A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo. | PictureFrameGames | - | Sep 24, 2026 | |
The Last Encore In-game content art | Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service. | ArenoLabs | - | Sep 24, 2026 | |
Get Off My Trailer! In-game content arttext | We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play. | Plotrick | - | Sep 24, 2026 | |
KANKERI: Can Kick Clash In-game content audioart | This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running. | IT MONOZUKURI K.K. | - | Sep 24, 2026 | |
Death's Hour Dev only | AI was used as an assistant to create tooling for faster game development | TA Games | - | Sep 24, 2026 | |
Knights Of The Four Kingdoms In-game content artcode | During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers. | 二十五 | - | Sep 24, 2026 | |
Last Pasture Unclear art | AI tools were used to assist in the creation of some visual assets | DrugTank | - | Sep 24, 2026 |