Some of the graphical assets (logos) are made using AI
- Creator
- POYANA BRADYLUI
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,882 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.
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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.
Some of the graphical assets (logos) are made using AI
The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline. Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency. AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack.
Some visual assets and concept artwork used in the game were created or assisted by generative AI tools and further modified by the developer. All gameplay systems, story content, level design, and interactive features were created by the developer.
This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay.
Some of the content in AquaDucked! was created with the help of generative AI tools: - Some background music was created using AI music-generation tools. - The blurred background images behind each theme were created or refined with AI tools. - Portions of the store page and marketing text were drafted with AI assistance. The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated. All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others.
The in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.
Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion.
Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
The game was helped by Generative AI in part of the image and code writing.
Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay.
Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including: the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts. These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios. The game itself does not call any AI service during gameplay — all play is fully deterministic.
Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay.
Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay. Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/
Images GPT-2
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
Game Overlay Translator uses AI at runtime to translate the on-screen text that the player chooses to capture from other games or apps. All processing runs locally on the player's own PC and works offline: on-screen text is recognized with an on-device OCR model (RapidOCR / ONNX Runtime) and translated with on-device neural machine translation models (FuguMT, Argos Translate) and, optionally, a locally-run LLM (Ollama / Qwen2.5, or NVIDIA Riva). No captured text, images, screenshots, or any other user data are sent to external or cloud AI services. The app does not accept free-form prompts and does not generate original or creative content — the AI only outputs a translation of the specific text the player captures. The source text belongs to the third-party games or apps the player runs. Guardrails: the tool translates only the text the player explicitly captures from their own screen; it cannot be prompted to produce anything else, and all inference is local/offline, so no content is generated on, or sent to, any external server.
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper
本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。 具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。
Some background illustrations were created with generative AI and edited/selected by the developer.
This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer.
Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay.
NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline. I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life: - generating the art, - fleshing out the script, - composing the music, and writing the code. Every element was guided by human intent and shaped by AI execution.
Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime.
Some objects and character voices in this game were created with the assistance of AI
This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for: - Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer. - Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts. - Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts. All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game: Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool. Sound: some of the game's audio was created with the help of AI. Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI. All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated.
Some artwork assets were generated and edited using AI tools.
AI was used for some of the store page images.
OST is AI-Generated
The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play.
I used generative AI tools (specifically Fooocus) to help paint and generate my static 2D game backgrounds and concept/icon art. I also utilized AI-collaboration platforms to assist with audio synthesis composition and programming codebase layouts. All generated assets were fully curated, conceptualized, and processed under my own direct creative control and creative direction before building.
Images, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar.
Peasant voices are made with AI.
Some of the visual assets in Anime Draft Survivors — including character and enemy artwork, stage backgrounds, UI ornamentation, marketing/capsule images and some audio, were created with the help of generative AI image tools, then hand edited, composited, and integrated by the developer. All game code, design, and gameplay systems are human authored. All AI assisted content is pre-rendered and fixed in the build; the game does not generate any content live during gameplay.
Art assets have been assisted in part by AI tools.
Store assets(some of the logos) are made with AI
一部BGMやTexture
Spire of Legends uses generative AI as part of the development process for certain visual assets, sound effects, and localization content. AI-generated content is not used directly without review; assets and text are edited, refined, and integrated by the developer to meet the game's artistic and gameplay requirements. All game design, programming, mechanics, balance decisions, and overall creative direction are created by the developer.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
Some of the promotional images were generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
AeroBird In-game content art | Some of the graphical assets (logos) are made using AI | POYANA BRADYLUI | - | Jun 28, 2026 | |
The Living Atlas In-game content artcode | The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input. | A.R.B. Andrews | - | Jun 28, 2026 | |
Ore Shatterer In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 28, 2026 | |
Keep Drawing: Webtoon Tycoon In-game content artcode | Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed. | HuDoEs | - | Jun 28, 2026 | |
Travelling Spacer In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack. | Code Urchins | - | Jun 28, 2026 | |
AFTER THE SILENCE In-game content art | Some visual assets and concept artwork used in the game were created or assisted by generative AI tools and further modified by the developer. All gameplay systems, story content, level design, and interactive features were created by the developer. | BrainRampage | - | Jun 28, 2026 | |
Tamo&Tamer In-game content art | This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay. | OFFtheREAL | - | Jun 28, 2026 | |
AquaDucked! In-game content audioarttext | Some of the content in AquaDucked! was created with the help of generative AI tools:
- Some background music was created using AI music-generation tools.
- The blurred background images behind each theme were created or refined with AI tools.
- Portions of the store page and marketing text were drafted with AI assistance.
The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated.
All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others. | NickTheDuck | - | Jun 28, 2026 | |
Microcosm In-game content textcode | The in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant. | tifu.xyz | - | Jun 28, 2026 | |
Immortal Sect Guardian In-game content artaudiotextcode | Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion. | Programmer Xiaohui | - | Jun 28, 2026 | |
Gap Storm In-game content artaudio | Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Jun 28, 2026 | |
Ghost Exorcist Unclear artcode | The game was helped by Generative AI in part of the image and code writing. | RushRaid Studio | - | Jun 28, 2026 | |
The Last Banner Dev only artcode | Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day. | Inversion Theory Games | - | Jun 28, 2026 | |
Toy Keeper Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | Pocket Collector | - | Jun 28, 2026 | |
Lords of the World In-game content art | Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game. | GVA Games | - | Jun 28, 2026 | |
Vanya Online - Idle MMORPG Store/marketing arttext | Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay. | Demona Vosz | 73 | Jun 28, 2026 | |
Mora's Cat Scratcher PLUS Store/marketing art | Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including:
the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts.
These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios.
The game itself does not call any AI service during gameplay — all play is fully deterministic. | Cat & Fox | - | Jun 28, 2026 | |
Finish The Dishes Store/marketing art | Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay. | Fractbit | - | Jun 28, 2026 | |
Football Academy Director In-game content art | Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay.
Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/ | MAP Interactive | - | Jun 28, 2026 | |
SKINSHIFT TOGETHER Unclear text | Images GPT-2 | SKINSHIFT | - | Jun 28, 2026 | |
Odyssey Bridge Quest In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
memu is space cat In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization. | SF Create | - | Jun 28, 2026 | |
ゲーム画面オーバーレイ翻訳 Live AI text | Game Overlay Translator uses AI at runtime to translate the on-screen text that the player chooses to capture from other games or apps. All processing runs locally on the player's own PC and works offline: on-screen text is recognized with an on-device OCR model (RapidOCR / ONNX Runtime) and translated with on-device neural machine translation models (FuguMT, Argos Translate) and, optionally, a locally-run LLM (Ollama / Qwen2.5, or NVIDIA Riva).
No captured text, images, screenshots, or any other user data are sent to external or cloud AI services. The app does not accept free-form prompts and does not generate original or creative content — the AI only outputs a translation of the specific text the player captures. The source text belongs to the third-party games or apps the player runs.
Guardrails: the tool translates only the text the player explicitly captures from their own screen; it cannot be prompted to produce anything else, and all inference is local/offline, so no content is generated on, or sent to, any external server. | R.U Studio | 19 | Jun 28, 2026 | |
LOCKOUT In-game content arttext | Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently. | MS Productions | - | Jun 28, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
The Unseeing In-game content audio | We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper | AgniGames | - | Jun 28, 2026 | |
Hills Cry In-game content art | 本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。
具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。 | 愚の衆 | - | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
The Kidnapped Brother In-game content artaudio | This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer. | SAEED MOHAMMED ARISHI | - | Jun 28, 2026 | |
O.M.E.N. | Synthetic Genesis Store/marketing textcode | Generative AI was used as an assistant during development for drafting and editing store-page text, brainstorming, and code assistance. Final game assets, gameplay, implementation, and creative direction are reviewed and edited by the developer. No live-generated AI content is used during gameplay. | The Observable Multiverse | - | Jun 28, 2026 | |
NULL//REBORN In-game content arttextaudiocode | NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline.
I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life:
- generating the art,
- fleshing out the script,
- composing the music, and writing the code.
Every element was guided by human intent and shaped by AI execution. | SlothByte Games | - | Jun 28, 2026 | |
Sim: World Cup Manager Store/marketing art | Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime. | Jfsimgames | - | Jun 28, 2026 | |
Trying to Wake Up In-game content artaudio | Some objects and character voices in this game were created with the assistance of AI | Wertex Studio | - | Jun 28, 2026 | |
Sill Sticks - Stick Figure's Daily Life In-game content textart | This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay. | SQOOL | - | Jun 28, 2026 | |
DeepRise In-game content artaudio | Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand. | Max Karnaukh | - | Jun 28, 2026 | |
Sammuneet Revontulet In-game content artaudiotext | The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game:
Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool.
Sound: some of the game's audio was created with the help of AI.
Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI.
All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated. | Joni Honkanen | - | Jun 28, 2026 | |
Recognition In-game content art | Some artwork assets were generated and edited using AI tools. | Nexus Media | - | Jun 28, 2026 | |
Pt.PUYUYU Store/marketing art | AI was used for some of the store page images. | Cockroach Studio | - | Jun 28, 2026 | |
Comfort Food: A Taste of Courage In-game content audio | OST is AI-Generated | Horrorverse | - | Jun 28, 2026 | |
The Veiled Atlas: A Cycle of Falls In-game content artaudiotext | The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play. | Flat Gradient | - | Jun 28, 2026 | |
Run of the Nine In-game content artaudiocode | I used generative AI tools (specifically Fooocus) to help paint and generate my static 2D game backgrounds and concept/icon art. I also utilized AI-collaboration platforms to assist with audio synthesis composition and programming codebase layouts. All generated assets were fully curated, conceptualized, and processed under my own direct creative control and creative direction before building. | Kratossos | - | Jun 28, 2026 | |
Stories Best Left Untold In-game content arttext | Images, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar. | VisualNovelGames | - | Jun 28, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
Anime-Draft Survivors In-game content artaudio | Some of the visual assets in Anime Draft Survivors — including character and enemy artwork, stage backgrounds, UI ornamentation, marketing/capsule images and some audio, were created with the help of generative AI image tools, then hand edited, composited, and integrated by the developer. All game code, design, and gameplay systems are human authored. All AI assisted content is pre-rendered and fixed in the build; the game does not generate any content live during gameplay. | Mohammed Junaid Hussain | - | Jun 28, 2026 | |
Monster Smoosh In-game content art | Art assets have been assisted in part by AI tools. | David Lerner | - | Jun 28, 2026 | |
.FARM RACING. Store/marketing art | Store assets(some of the logos) are made with AI | KOTOMANN | 11 | Jun 28, 2026 | |
夏まつり零 Unclear audioart | 一部BGMやTexture | MeteorWing | - | Jun 28, 2026 | |
Spire of Legends In-game content artaudiotext | Spire of Legends uses generative AI as part of the development process for certain visual assets, sound effects, and localization content. AI-generated content is not used directly without review; assets and text are edited, refined, and integrated by the developer to meet the game's artistic and gameplay requirements. All game design, programming, mechanics, balance decisions, and overall creative direction are created by the developer. | Purple Fire Games | - | Jun 28, 2026 | |
Tech Store & Repair Simulator In-game content art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | 18 | Jun 28, 2026 | |
ISLAND:THE LAST Store/marketing art | Some of the promotional images were generated by AI. | 7 FUNNY | - | Jun 28, 2026 |