AI was used in parts of the character design.
- Creator
- ZETACORE INC.
- Reviews
- -
- Added
- Aug 7, 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.
AI was used in parts of the character design.
This game includes optional local AI features: Text Generation: A local language model periodically generates in-game short story events based on the player's typing activity. Image Generation: A local image generation model may probabilistically generate illustrations for the corresponding story when a story event is triggered. The AI features are purely an advanced option; whether you use them or not does not affect the core gameplay experience.
AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay.
Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play.
A few small things like code organization & small images.
Generative AI was used during development to create concept art and visual references for the game and promotional materials. All final assets are selected, edited, refined, and approved by our artists and development team.
Generative AI tools were used to produce some in-game character voice lines, with all resulting content reviewed and curated by the development team.
This game was entirely generated using artificial intelligence tools, including all visual assets, audio, graphics, and code.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play.
Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
This game's music was generated using an AI music generation tool.
AI was used in the creation of store assets for marketing purposes.
Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
Store images and some sprites created using AI
Code generation and quality assurance testing/reporting.
AI tools were used to assist with early visual ideation and development production pipelines. All content has been reviewed, edited, refined, and integrated by the development team.
Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime.
AI was used to generate code and art assets.
AI tools were used during development for programming assistance, and multilingual localization.
Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
AI tools were used during development for the following assets: Steam Store capsule images and marketing art Game localization and text translations Select 2D visual assets and graphics in the game
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
generative ai was used in the the building of this game, it was used for code and some of the artwork assets
Assistance with interface prototyping; and assistance with localization.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
This game uses AI-generated artwork for many character portraits and illustrations, as well as some store page assets (capsule images, logo) and trailer visuals. Core gameplay, game design, systems, and programming were created by the developer without AI assistance.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Some store visuals were created with artificial intelligence.
Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property.
Parts of this game's content were created with the help of generative AI, always under human direction and review: some in-game artwork and text, and the store page's localizations. All AI-assisted content is pre-rendered — nothing is generated live while you play.
During development, generative AI tools were used to help create some visual design elements and background music. The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality. The game does not use AI-driven systems during gameplay.
Music was made with Suno
Aquasushi Cat was created in collaboration between a human developer and AI tools. • Music and songs were generated locally using AI (ComfyUI). • Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude). • The in-game localization (English and Japanese) and store text were produced with AI assistance. • A small number of sound effects were AI-generated; most sounds were recorded by the developer. All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Some images has been generated using AI.
Helped find minor coding bugs/issues and coding suggestions.
AI used for sprite, and artwork. AI used to help code the game.
AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content.
Generative AI was used during game development to create images and musical accompaniment.
SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated.
During development, generative AI was used to assist with creating placeholder artwork, text, and portions of the game's code. All AI-generated content was reviewed, edited, and integrated by the development team, and we confirm that the final content does not knowingly infringe the intellectual property rights of others.
Generative AI tools were used as supportive measures during the development process in the following areas: - Localization: AI was used to assist with text translation and editing across supported languages. - Sound Design: AI tools may be used for generating foundational sound elements.
We use generative AI tools to help develop some in game assets and translation.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TDM : Task Drill Maniac In-game content art | AI was used in parts of the character design. | ZETACORE INC. | - | Aug 7, 2026 | |
修真日志 Live AI textart | This game includes optional local AI features:
Text Generation: A local language model periodically generates in-game short story events based on the player's typing activity.
Image Generation: A local image generation model may probabilistically generate illustrations for the corresponding story when a story event is triggered.
The AI features are purely an advanced option; whether you use them or not does not affect the core gameplay experience. | Chilin Studio | - | Aug 7, 2026 | |
Grimsorrow Academy In-game content codeart | AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion. | Tadeo Interactive | - | Aug 7, 2026 | |
矿脉铁匠 In-game content codetext | Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | LIU CHENGXI | - | Aug 7, 2026 | |
Grave Orbit Dev only | AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay. | Polarity Games | - | Aug 5, 2026 | |
Cultivation Tower In-game content artaudiotext | Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play. | Fengling Studio | - | Aug 5, 2026 | |
Group Idlemen Dev only artcode | A few small things like code organization & small images. | GroupIdlemen | - | Aug 5, 2026 | |
Stone by Stone Store/marketing art | Generative AI was used during development to create concept art and visual references for the game and promotional materials. All final assets are selected, edited, refined, and approved by our artists and development team. | Hop Hop games | - | Aug 5, 2026 | |
嘉豪 In-game content audio | Generative AI tools were used to produce some in-game character voice lines, with all resulting content reviewed and curated by the development team. | 豪意有限公司 | - | Aug 5, 2026 | |
FarmWings In-game content artaudiocode | This game was entirely generated using artificial intelligence tools, including all visual assets, audio, graphics, and code. | Vinteset Studios | - | Aug 5, 2026 | |
OtherWorld: Infinite Loop In-game content text | Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material. | Vegecat Games | - | Aug 5, 2026 | |
Stick Legion In-game content text | Some of Stick Legion's in-game text and promotional materials were created with the help of generative AI tools, all reviewed and edited by the developer. The game performs no live AI generation during play. | Vanishline Games | - | Aug 5, 2026 | |
Harvest Them In-game content artaudiotext | Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game. | FromDown Games | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
Idle Titans Store/marketing art | AI was used in the creation of store assets for marketing purposes. | 8bit 'n More | - | Aug 5, 2026 | |
Lakeside Idle Store/marketing art | Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime. | LM GAME | - | Aug 5, 2026 | |
Farm Harvest In-game content art | Store images and some sprites created using AI | Dave Wuz Here | - | Aug 5, 2026 | |
EmergenHex Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 4, 2026 | |
Aquavale Dev only art | AI tools were used to assist with early visual ideation and development production pipelines. All content has been reviewed, edited, refined, and integrated by the development team. | Sword & Llama | - | Aug 4, 2026 | |
BoardboundHeroes In-game content artaudio | Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime. | Calvis Studio | - | Aug 4, 2026 | |
Path of the Retired Adventurer In-game content artcode | AI was used to generate code and art assets. | Nightfeather Studio | - | Aug 4, 2026 | |
Dive Log: A Focus Voyage In-game content text | AI tools were used during development for programming assistance, and multilingual localization. | Aegithalos Studio | - | Aug 4, 2026 | |
Perfect Place In-game content art | Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material. | Popular Gaming | - | Aug 4, 2026 | |
DragonFire: Defense In-game content arttext | AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game | DodoModo | - | Aug 4, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 71 | Aug 3, 2026 | |
Man vs. Gary In-game content artaudiotext | Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | Aug 2, 2026 | |
The Loomsong Chronicle Idle In-game content artaudiocode | AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game. | Nitrocodon Dynamics | - | Aug 2, 2026 | |
Plonkers - totally bonkers plinko In-game content artcode | generative ai was used in the the building of this game, it was used for code and some of the artwork assets | CardSharkGames | - | Aug 2, 2026 | |
TappyCat In-game content text | Assistance with interface prototyping; and assistance with localization. | qs2k | - | Aug 2, 2026 | |
Minesweeper Inc. In-game content textartaudio | AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer. | Hazard Lights Games | - | Aug 1, 2026 | |
女魔王様、勇者を演じる In-game content art | This game uses AI-generated artwork for many character portraits and illustrations, as well as some store page assets (capsule images, logo) and trailer visuals. Core gameplay, game design, systems, and programming were created by the developer without AI assistance. | ゼクトラボ Lv10.jp | - | Aug 1, 2026 | |
Re:BirthStone ~誕生石物語~ In-game content art | Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play. | Re:BirthStone Project | - | Aug 1, 2026 | |
Everybody Loves a Good Hole Store/marketing art | Some store visuals were created with artificial intelligence. | Roovel Studio | - | Aug 1, 2026 | |
Greenrise In-game content audioarttext | Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property. | Crafted by Fuchs | - | Aug 1, 2026 | |
Paperlings In-game content arttext | Parts of this game's content were created with the help of generative AI, always under human direction and review: some in-game artwork and text, and the store page's localizations. All AI-assisted content is pre-rendered — nothing is generated live while you play. | Santiago Calvo | - | Aug 1, 2026 | |
Idle Bomb Animals In-game content artaudio | During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay. | AGE Inc. | - | Aug 1, 2026 | |
WinHack 95 In-game content audio | Music was made with Suno | Data Illusions Studios | - | Aug 1, 2026 | |
Aquasushi Cat In-game content audiocodetext | Aquasushi Cat was created in collaboration between a human developer and AI tools.
• Music and songs were generated locally using AI (ComfyUI).
• Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude).
• The in-game localization (English and Japanese) and store text were produced with AI assistance.
• A small number of sound effects were AI-generated; most sounds were recorded by the developer.
All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay. | Studio Bachfisch | - | Jul 31, 2026 | |
SHKSHK In-game content art | Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay. | JWG | - | Jul 31, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Documancy Unclear art | Some images has been generated using AI. | Rufus Room | - | Jul 30, 2026 | |
Combo Break Dev only code | Helped find minor coding bugs/issues and coding suggestions. | IncrementalGaming | - | Jul 30, 2026 | |
Bots to Mars In-game content artcode | AI used for sprite, and artwork. AI used to help code the game. | Benybob | - | Jul 30, 2026 | |
When stars rest In-game content arttext | AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content. | FunTap Games | - | Jul 30, 2026 | |
Topdeck Duel In-game content artaudio | Generative AI was used during game development to create images and musical accompaniment. | One Ink Studio | - | Jul 30, 2026 | |
SELF//FORK In-game content art | SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated. | Helen Allien Poe | - | Jul 30, 2026 | |
The Leaderboard In-game content arttextcode | During development, generative AI was used to assist with creating placeholder artwork, text, and portions of the game's code. All AI-generated content was reviewed, edited, and integrated by the development team, and we confirm that the final content does not knowingly infringe the intellectual property rights of others. | ForgeByteLabs | - | Jul 30, 2026 | |
SECTOR GRID: Efficiency Protocol In-game content textaudio | Generative AI tools were used as supportive measures during the development process in the following areas:
- Localization: AI was used to assist with text translation and editing across supported languages.
- Sound Design: AI tools may be used for generating foundational sound elements. | ovov games | - | Jul 30, 2026 | |
Fish to Cats: Catch & Feed In-game content arttext | We use generative AI tools to help develop some in game assets and translation. | Kygua Tech | 168 | Jul 30, 2026 | |
Pip Sellfish In-game content artaudio | Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Jul 30, 2026 |