Generative AI is used for background artwork and English translation.
- Creator
- 海のお魚パーティー
- Reviews
- -
- Added
- Aug 29, 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.
Generative AI is used for background artwork and English translation.
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
Some code and animation created with the assistance of LLMs.
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.
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.
music
music
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
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play.
All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans.
Some background assets and sound effects in this game were created using generative AI.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools
The code, menu, graphics, artwork, effects, localization, sounds and music of Pyramid Wars is vibe coded. The cover image, shop- and library art is AI generated.
We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs.
As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service. What that covers: - Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote. - The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer. - Sound effects were generated from written prompts, or synthesised procedurally in code. All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art. The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.
Coding help when programming the game.
The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness.
This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay.
Generative AI tools were used for localization, marketing images, intro video, and some graphical assets.
Pre-rendered Content: Generative AI tools and agentic AI development workflows were utilized during the creation of this game to assist in: - Code & Systems: Writing and optimizing core gameplay logic, typescript structures, and simulation algorithms. - Visual Assets: Creating and pre-rendering all visual assets used in-game, including boot screen artworks, drive interfaces, and graphical components. - Localization: Translating and reviewing in-game text and UI labels. Please note that all AI-assisted assets and code were pre-rendered and compiled during the development phase. The game runs entirely locally and does not perform any real-time (live) AI generation, nor does it connect to any external AI APIs or services during gameplay.
Some graphic asset is generated by AI
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
AI has been used to help with coding, asset generation and voice generation.
Generative AI tools were used during development to create certain visual and audio assets: - 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use. - Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
Some of the art assets in the game were created using AI.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more.
Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines.
Some assets in Magician Alisa were created with the assistance of generative AI tools: visual artwork and music. All AI-generated assets were selected, curated and edited by the developer.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
AI-generated content is used in the following areas of this game: - Icons: Some card icon artwork was AI-assisted. - Localization: All translated text was generated using AI. - Game balance: Adjustments were guided by AI-based simulation. - Help / guide / character text: Generated with AI, then edited by the developer. - Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer.
This title uses AI tools for programming, image creation, and translation.
The game uses AI only for textures and code
Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ShirocaTriangle In-game content arttext | Generative AI is used for background artwork and English translation. | 海のお魚パーティー | - | Aug 29, 2026 | |
SCOP In-game content art | Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay. | LudoDema | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | 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 | |
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 | |
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 | |
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 | |
Zombie Car: Kaiju Killer In-game content art | As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay. | DevOfOne | - | Aug 29, 2026 | |
AlchemyOClock In-game content artaudio | Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay. | Dotoyou Games | - | Aug 29, 2026 | |
Marisa! Banquet Cooking Bonanza! In-game content arttext | Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play. | FIVE DUCK GAMES | - | Aug 29, 2026 | |
The Can Stacking Simulator In-game content audioart | All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans. | SECOND DOOR | - | Aug 29, 2026 | |
DEAD RECALL In-game content artaudio | Some background assets and sound effects in this game were created using generative AI. | MALCREATURES STUDIO | - | Aug 29, 2026 | |
Railhold Dev only art | AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay. | Veten | - | Aug 29, 2026 | |
Marrowlight art | Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools | Entropy Digital Entertainment | - | Aug 29, 2026 | |
Pyramid Wars Store/marketing art | The code, menu, graphics, artwork, effects, localization, sounds and music of Pyramid Wars is vibe coded.
The cover image, shop- and library art is AI generated. | Durian Arcade | - | Aug 29, 2026 | |
Tile Crawl In-game content artaudio | We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs. | UNSUNG | - | Aug 29, 2026 | |
Hexwright Unclear | As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game. | Naio Games | - | Aug 29, 2026 | |
Dawnheart Keepers In-game content artaudiotext | Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio. | ssj2rich | - | Aug 29, 2026 | |
Salvage Run Dev only code | Coding help when programming the game. | Odin's Beard Software | - | Aug 29, 2026 | |
Reaper GoStop In-game content artaudiotextcode | The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness. | Beaver Studio | - | Aug 29, 2026 | |
DiceBeast In-game content artaudio | This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay. | MarchelloDev | - | Aug 29, 2026 | |
Dead March: Dark Lord Rising In-game content textart | Generative AI tools were used for localization, marketing images, intro video, and some graphical assets. | Imaginary | - | Aug 29, 2026 | |
Final_Final.zip In-game content arttextcode | Pre-rendered Content:
Generative AI tools and agentic AI development workflows were utilized during the creation of this game to assist in:
- Code & Systems: Writing and optimizing core gameplay logic, typescript structures, and simulation algorithms.
- Visual Assets: Creating and pre-rendering all visual assets used in-game, including boot screen artworks, drive interfaces, and graphical components.
- Localization: Translating and reviewing in-game text and UI labels.
Please note that all AI-assisted assets and code were pre-rendered and compiled during the development phase. The game runs entirely locally and does not perform any real-time (live) AI generation, nor does it connect to any external AI APIs or services during gameplay. | K1.Ki Labs | - | Aug 29, 2026 | |
Feral Prince In-game content art | Some graphic asset is generated by AI | Honeyjam inc | - | Aug 29, 2026 | |
Archmage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | - | Aug 28, 2026 | |
Tumble Tavern Store/marketing art | Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live. | Guildhelm Studios Ltd | - | Aug 28, 2026 | |
Slime Mine Survivor In-game content text | Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages. | Hassaku | - | Aug 28, 2026 | |
Factory New Idle In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emirhan Şahin | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
Echo Harvest In-game content art | Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay. | SchismProducts | - | Aug 28, 2026 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky Games | - | Aug 28, 2026 | |
Meteor Spin In-game content artaudio | Generative AI tools were used during development to create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools. | Chemkaaa | - | Aug 28, 2026 | |
Paceweaver In-game content art | This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards. | Goblin Games | - | Aug 28, 2026 | |
No Rest for Thieves In-game content art | Some of the art assets in the game were created using AI. | OntologyPlay | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Randventure In-game content arttext | Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build. | Epreyn | - | Aug 28, 2026 | |
お洒落無限ループ!すごろくドリフター Unclear artaudiocode | This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more. | 合成結社五頭大威 | - | Aug 28, 2026 | |
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
SPOTREP In-game content codeartaudio | AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines. | Kruger28 | - | Aug 28, 2026 | |
Magician Alisa In-game content artaudio | Some assets in Magician Alisa were created with the assistance of generative AI tools: visual artwork and music. All AI-generated assets were selected, curated and edited by the developer. | PlaneStudio | - | Aug 28, 2026 | |
Eye of the Giant In-game content art | Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer. | Akat Interactive | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
DuskLand In-game content arttext | AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay. | FirstSpark Games | - | Aug 28, 2026 | |
モンむすラッシュ In-game content arttext | AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer. | あとらそふと | - | Aug 28, 2026 | |
魔王が来ても勤務中 Unclear arttextcode | This title uses AI tools for programming, image creation, and translation. | NOLQI | - | Aug 28, 2026 | |
Achievements In-game content artcode | The game uses AI only for textures and code | Fortcomp | - | Aug 28, 2026 | |
Spell Unbound In-game content arttext | Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service. | Alk Games | - | Aug 28, 2026 | |
Card Slay In-game content arttext | Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay. | Vibe Apps LLC | - | Aug 28, 2026 |