Code was written using help of AI tools, all artwork is human made.
- Creator
- Tegridy Made Games
- Reviews
- -
- Added
- Sep 28, 2026
Public Steam disclosure research 25,380 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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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Code was written using help of AI tools, all artwork is human made.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system! I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there. While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
The game used AI generated assets. Including Artwork and Audio.
Some store artwork for this game was created using generative AI tools.
A small number of in-game sound effects were produced with AI assistance.
Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Tamagong uses generative AI in three places during development: Translation: the game's eight languages were translated with AI assistance. Audio: some sound effects and ambient tracks were produced with AI assisted tools. Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
Parts of this game's content were produced with generative AI tools. No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release.
Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work.
Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game.
Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation.
some videos and images are produced by ai
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
部分代码和美术使用了AI生成,并精修过
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
Some promotional artwork for this game (such as the store capsule image) was created with the help of generative AI tools and then edited by hand. All in-game content — 3D models, animations, sound effects, interface and code — was created without generative AI. The game does not use AI during gameplay and does not connect to any external AI service.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
AI tools were mainly used to speed up development of the game, not to replace human creativity.
Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay.
Artificial intelligence support has been utilized for technical and visual assets.
This game uses AI-assisted content created during development: - Some card art and story silhouette assets were created with AI image generation tools - Some background music was created with AI music generation tools The game contains no runtime AI-generated content. All AI-assisted assets have been manually reviewed, selected, and edited.
Generativer Inhalt: Bild, Props
Music was produced with generative AI tools.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay.
Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer.
Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets.
We use AI for the marketing images on the store page.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
Contains some assets created with generative AI tools.
Game uses AI for the game localization and marketing materials
Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.
Generated Images and 3D Models
Part of the logic code and narrative descriptions have been refined with the help of generative AI.
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Phroller Dev only text | As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic! | Phroller.com | - | Sep 28, 2026 | |
Forge In Hand In-game content artaudio | The game used AI generated assets. Including Artwork and Audio. | Steve_BBQ | - | Sep 28, 2026 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
The White Lamb: No Shelter In-game content audio | A small number of in-game sound effects were produced with AI assistance. | Zashmuha | - | Sep 28, 2026 | |
Metromino In-game content art | Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | codebooster | - | Sep 27, 2026 | |
Greenfire Store/marketing arttext | Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services. | Lee Doren | - | Sep 27, 2026 | |
101 Circuits In-game content audiocode | AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language. | Chilling Moose Games | - | Sep 27, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
Strive Card In-game content artaudiotext | During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks. | 赤兔工作室 | - | Sep 27, 2026 | |
HEXPANSE In-game content artaudiotext | Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game. | Seedforge Studio | - | Sep 27, 2026 | |
Roll Pick Go! In-game content arttext | Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay. | GGMCO | - | Sep 27, 2026 | |
Tamagong In-game content textaudioart | Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations. | rigelriv | - | Sep 27, 2026 | |
Path & Match In-game content artaudio | Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay. | RK9 Games | - | Sep 27, 2026 | |
Distributed Shield In-game content arttext | Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery. | Future Sync Technologies | - | Sep 27, 2026 | |
Dino Warband In-game content arttext | Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime. | Slate Relay | - | Sep 27, 2026 | |
JANKEN 100 In-game content artaudiotext | Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay. | LACADA | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
字魂三国:均衡天下 In-game content artaudiocodetext | Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play. | 歪DOC | - | Sep 27, 2026 | |
Escape From Chronos In-game content artcode | Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation. | Drifting Minds Studio | - | Sep 27, 2026 | |
The King Speaks Dev only | During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices. | Kangru Games | - | Sep 27, 2026 | |
Scope Creep In-game content text | The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service. | NAMEMYZ | - | Sep 27, 2026 | |
Wars of Empire In-game content | Parts of this game's content were produced with generative AI tools.
No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release. | A.Gökhan SATMAN | - | Sep 27, 2026 | |
Undercurrent: The Hollow Crown In-game content art | Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work. | Seitaku | - | Sep 27, 2026 | |
Advancing Legion In-game content art | Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game. | 1029studio | - | Sep 27, 2026 | |
Necrolord In-game content art | Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation. | Daniel Nasseh | - | Sep 27, 2026 | |
War Of The Twelve Store/marketing art | some videos and images are produced by ai | Lumivane Studio | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 | |
多子多福:修仙界亿代同堂 In-game content artcode | 部分代码和美术使用了AI生成,并精修过 | 吸怪 | - | Sep 27, 2026 | |
Bloodlines & Banners In-game content artaudiotext | Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later. | Synprax Labs | - | Sep 27, 2026 | |
Court of Lies art | Some promotional artwork for this game (such as the store capsule image)
was created with the help of generative AI tools and then edited by hand.
All in-game content — 3D models, animations, sound effects, interface and
code — was created without generative AI. The game does not use AI during
gameplay and does not connect to any external AI service. | TAMGA Games | - | Sep 27, 2026 | |
Second Source In-game content audiotext | The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play. | Pablo Marcelo Riestra | - | Sep 27, 2026 | |
Instructions for Gary Dev only | AI tools were mainly used to speed up development of the game, not to replace human creativity. | Slade | - | Sep 27, 2026 | |
Steel & Fortune In-game content artaudiotext | Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay. | jaemsgames | - | Sep 27, 2026 | |
Kamira In-game content art | Artificial intelligence support has been utilized for technical and visual assets. | Daymark Studio | - | Sep 27, 2026 | |
云歌江湖 In-game content artaudio | This game uses AI-assisted content created during development:
- Some card art and story silhouette assets were created with AI image generation tools
- Some background music was created with AI music generation tools
The game contains no runtime AI-generated content. All AI-assisted assets have been manually reviewed, selected, and edited. | 云歌与李 | - | Sep 27, 2026 | |
phpFarm In-game content art | Generativer Inhalt: Bild, Props | Rhou | - | Sep 27, 2026 | |
Puzzle Simulator In-game content audio | Music was produced with generative AI tools. | Bubble Games | - | Sep 27, 2026 | |
Limen In-game content art | AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime. | MHEIO | - | Sep 27, 2026 | |
The Mayor’s Hand In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay. | JustCodeIt | - | Sep 27, 2026 | |
Terminal Swarm In-game content artcode | Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer. | Umpfelgrumpf Studio | - | Sep 27, 2026 | |
Dahntahn Duels Store/marketing art | Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets. | Git Aht Games | - | Sep 27, 2026 | |
Quantum Go Store/marketing art | We use AI for the marketing images on the store page. | Macauley Coggins | - | Sep 27, 2026 | |
Break Of Dawn In-game content arttext | The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance. | Kalyx Games | - | Sep 27, 2026 | |
OVC Unclear | Contains some assets created with generative AI tools. | Noetherian Studios | - | Sep 27, 2026 | |
Increwar In-game content textart | Game uses AI for the game localization and marketing materials | SoftwareLlama | - | Sep 27, 2026 | |
MirrorBullet Store/marketing arttext | Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services. | Ark | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
PYTHON:KINGDOM WARS Dev only codetext | Part of the logic code and narrative descriptions have been refined with the help of generative AI. | NULL. | - | Sep 26, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 |