Generative AI was used to create some fish sprites in the game.
- Creator
- R.H. Industries
- Reviews
- 49
- Added
- Jun 27, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to create some fish sprites in the game.
Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC).
Generative AI Disclosure Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer. The game does not include real-time generative AI features during gameplay.
Some artwork, character illustrations, backgrounds, music, and promotional images were created using generative AI tools and then reviewed, edited, and integrated into the game by the developer. The game does not generate AI-created images, music, text, or other content during gameplay.
Yes, some store assets(logos) are made with AI
Images & content
I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists.
Generative AI tools are used as part of the visual asset production workflow for Shadows of Beginnings, including 3D models and UI/HUD elements. These assets are reviewed, edited, refined, and integrated by the development team before being used in the game. The development team remains responsible for the game's design, programming, systems, level construction, gameplay, balancing, narrative, and overall creative direction. No generative AI content is created live during gameplay.
Generative AI was used to assist in the creation of some character artwork and visual assets used in the game. All AI-generated content was reviewed, modified, and integrated by the developer. No generative AI is used to create content during gameplay.
We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses.
This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay.
AI-assisted tools were used during development for store page content creation.
This game was developed with the assistance of generative AI tools. Specifically, generative AI was used to assist with the creation and refinement of some background art assets, the creation of some music assets, and the production of some promotional animation materials.
Sparrow God uses generative AI assistance for localization and some store-page/marketing copy. The game's design, mechanics, and mahjong rules are all original works by the developer. In-game visuals and audio are created through the developer's direction + algorithms (procedural rendering/synthesis), not AI-generated images or music. AI is a development-assist tool; the creative direction is led by a human.
Claude was used to help with the programming and Steam leaderboard stuff.
This game uses generative AI as a development aid. Specifically, AI was used to help create some illustrations (backgrounds and store key art) and to assist with the localization (translation) of in-game text. All AI output was reviewed and adjusted by hand, and we have confirmed it contains no material that infringes third-party rights or any illegal/inappropriate content. No AI content is generated live during gameplay.
to generate some of the equipment icons for the demo
AI tools were used to assist with parts of the background music and artwork during development. In addition, AI-generated translation was used for all languages other than Japanese.
Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay.
Hey everyone! I’m incredibly excited to finally bring this factory game to Steam. To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation. Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code.
How generative AI is used in this game: 1. Pre-generated Content This game was fully developed without manual human intervention using generative AI tools. Code & Development: The entire codebase, programming logic, user interface, and system architecture were 100% written by AI coding assistants. Design & Assets: All visual elements, text, menus, and UI components were pre-generated using generative AI. 2. Live-generated Content The core gameplay revolves around an interactive AI companion ("AI Buddy"). Real-time Interaction: All dialogues, responses, personality traits, and interactions of the AI Buddy are generated live and dynamically during gameplay using a Large Language Model (LLM). Safety & Guardrails: The game utilizes integrated safety filters and guardrails provided by the AI model. This strictly ensures that the live-generated content does not produce any illegal, hateful, copyrighted, or inappropriate material.
Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer.
I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
The story, code, mechanics, and every design decision of The Laws of Probability are entirely my own. The music was generated with AI tools based on my direction, and the backgrounds were AI-rendered from my hand-drawn sketches. Using this technology allowed me to bring the project's original vision to life and deliver a complete experience. I am sharing this openly because I respect your right to know.
This game does not use live generative AI during gameplay. Some pre-rendered marketing and store page images, including capsule/community artwork, were created with generative AI assistance and then reviewed/selected by the developer before use. No player-facing content is generated dynamically by AI at runtime.
Some store page marketing images and artwork were created with the assistance of AI image generation tools. All in-game artwork, characters, backgrounds, and gameplay content were created by the development team. No AI is used to generate content during gameplay.
AI was used to assist with early concept sketches for some backgrounds and characters. Final in-game assets were edited and adapted by the developer.
This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects. Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page. The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input.
Generative AI was used in promotional materials, including the game trailer. No live-generated AI content is produced in-game at runtime.
Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer.
AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay.
Splatapult contains generative AI Art
Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play.
Help in creating images
Character and background images were modified from AI-generated imagery. The vast majority of the in-game music was created using AI tools to remix original-made tracks or add vocals. Some musical tracks were generated entirely by AI.
Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay.
Some store assets (images/logos) were created with the use of AI.
Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made.
All game elements are created using AI tools like chatgpt.
We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know!
All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation.
This game does not use Live-Generated AI during gameplay. The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running. Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build. All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay
Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer.
Some marketing and store page artwork (capsule images, avatars and banners) were created with the assistance of generative AI tools. Some audio assets were also generated or assisted with AI tools. All AI-generated assets are reviewed and edited by the developer to ensure quality and consistency with the game's identity.
Popular Kids uses generative artificial intelligence to power conversations with student characters. Players can interact using voice or text, and AI-generated dialogue allows characters to respond dynamically based on the current situation, their personality, previous interactions, and the player’s choices throughout the game. All storylines, characters, progression systems, popularity mechanics, reputation systems, and overall game design are created by the developer. Generative AI is used only to generate character dialogue and conversational responses during gameplay. AI-generated content is monitored and guided by character-specific instructions and game rules to maintain age-appropriate school-life interactions and narrative consistency.
Some in-game art assets have been generated using AI.
This game uses generative AI in the production of some pixel art assets, with final adjustments and finishing work carried out by a human.
Some of this game's assets were created with the assistance of generative AI tools. Character, enemy, and background artwork was created using Stable Diffusion and then manually edited and retouched by the developer. Background music and the ending theme songs were generated using ACE-Step v1.5. All AI-assisted assets were reviewed and curated by the developer. No content is generated by AI during gameplay.
Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chill Fishing In-game content art | Generative AI was used to create some fish sprites in the game. | R.H. Industries | 49 | Jun 27, 2026 | |
Chessferatu In-game content artcode | Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC). | Half-Cocked Studios | - | Jun 27, 2026 | |
Love Train In-game content arttextaudio | Generative AI Disclosure
Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer.
The game does not include real-time generative AI features during gameplay. | MadMole | - | Jun 27, 2026 | |
Call the Cat In-game content artaudio | Some artwork, character illustrations, backgrounds, music, and promotional images were created using generative AI tools and then reviewed, edited, and integrated into the game by the developer. The game does not generate AI-created images, music, text, or other content during gameplay. | barendevlog | - | Jun 27, 2026 | |
GEL RUN Store/marketing art | Yes, some store assets(logos) are made with AI | Kaloyan Stoyanov | - | Jun 27, 2026 | |
Lucky Pocket Unclear art | Images & content | Black Onion | - | Jun 27, 2026 | |
IGL - In Game Leader In-game content text | I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists. | CleverByte Games | - | Jun 27, 2026 | |
Shadows of Beginnings In-game content art | Generative AI tools are used as part of the visual asset production workflow for Shadows of Beginnings, including 3D models and UI/HUD elements. These assets are reviewed, edited, refined, and integrated by the development team before being used in the game.
The development team remains responsible for the game's design, programming, systems, level construction, gameplay, balancing, narrative, and overall creative direction.
No generative AI content is created live during gameplay. | Squatch Works | - | Jun 27, 2026 | |
Indian Paranormal Files - Sleepover In-game content art | Generative AI was used to assist in the creation of some character artwork and visual assets used in the game. All AI-generated content was reviewed, modified, and integrated by the developer. No generative AI is used to create content during gameplay. | tRoaster | - | Jun 27, 2026 | |
Wind Tiger Cloud Dragon In-game content arttext | We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses. | Lungfu Studio | - | Jun 27, 2026 | |
I Am the Demon King In-game content art | This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay. | 金特工工作室 | - | Jun 27, 2026 | |
Farm Bang Store/marketing textart | AI-assisted tools were used during development for store page content creation. | Aloya Productions | - | Jun 27, 2026 | |
EMIT:Embrace Beyond Time In-game content artaudio | This game was developed with the assistance of generative AI tools. Specifically, generative AI was used to assist with the creation and refinement of some background art assets, the creation of some music assets, and the production of some promotional animation materials. | LuLuLuna Studio | - | Jun 27, 2026 | |
雀神 Sparrow God Store/marketing text | Sparrow God uses generative AI assistance for localization and some store-page/marketing copy. The game's design, mechanics, and mahjong rules are all original works by the developer. In-game visuals and audio are created through the developer's direction + algorithms (procedural rendering/synthesis), not AI-generated images or music. AI is a development-assist tool; the creative direction is led by a human. | LIU JUN | - | Jun 27, 2026 | |
Hacklash Dev only code | Claude was used to help with the programming and Steam leaderboard stuff. | Staring Skull Studio | - | Jun 27, 2026 | |
Hakoniwa Base Ball In-game content arttext | This game uses generative AI as a development aid. Specifically, AI was used to
help create some illustrations (backgrounds and store key art) and to assist
with the localization (translation) of in-game text. All AI output was reviewed
and adjusted by hand, and we have confirmed it contains no material that
infringes third-party rights or any illegal/inappropriate content. No AI content
is generated live during gameplay. | Alybe Aria | 19 | Jun 27, 2026 | |
Leach In-game content art | to generate some of the equipment icons for the demo | Backwater Studio | - | Jun 27, 2026 | |
One Stroke Hunter | AI tools were used to assist with parts of the background music and
artwork during development. In addition, AI-generated translation was
used for all languages other than Japanese. | Ghost-D-Games | - | Jun 27, 2026 | |
Taskbar Caravan Store/marketing text | Generative AI tools were used to assist with store page text, trailer captions, and marketing copy. The game does not use live generative AI during gameplay. | syunpp | - | Jun 27, 2026 | |
FACTORY I Dev only code | Hey everyone! I’m incredibly excited to finally bring this factory game to Steam.
To be completely transparent, a significant part of this game was crafted through what the cool kids call "Vibe Coding"—leveraging cutting-edge AI to help bring my logic, systems, and visions to life. While the AI helped lay down the bricks, the core factory mechanics, balancing, and gameplay design are all fueled by my own passion for automation.
Think of it as a factory game built by a developer who loves automation so much, they even automated parts of the development process! I hope you enjoy optimizing your factories as much as I enjoyed optimizing this code. | Studio H.D | - | Jun 27, 2026 | |
Nubo – Your Screen Friend Live AI arttextcode | How generative AI is used in this game:
1. Pre-generated Content
This game was fully developed without manual human intervention using generative AI tools.
Code & Development: The entire codebase, programming logic, user interface, and system architecture were 100% written by AI coding assistants.
Design & Assets: All visual elements, text, menus, and UI components were pre-generated using generative AI.
2. Live-generated Content
The core gameplay revolves around an interactive AI companion ("AI Buddy").
Real-time Interaction: All dialogues, responses, personality traits, and interactions of the AI Buddy are generated live and dynamically during gameplay using a Large Language Model (LLM).
Safety & Guardrails: The game utilizes integrated safety filters and guardrails provided by the AI model. This strictly ensures that the live-generated content does not produce any illegal, hateful, copyrighted, or inappropriate material. | Sven Binder | - | Jun 27, 2026 | |
Maul Tactics In-game content artaudio | Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer. | BEAGBOI GAMES | - | Jun 26, 2026 | |
Type or Die In-game content art | I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that. | Type or Die | 29 | Jun 26, 2026 | |
CivilBrawling In-game content arttextaudio | This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime. | XM | - | Jun 26, 2026 | |
The Laws of Probability In-game content audioart | The story, code, mechanics, and every design decision of The Laws of Probability are entirely my own. The music was generated with AI tools based on my direction, and the backgrounds were AI-rendered from my hand-drawn sketches. Using this technology allowed me to bring the project's original vision to life and deliver a complete experience. I am sharing this openly because I respect your right to know. | Unspoken | 17 | Jun 16, 2026 | |
Juice Stand Tycoon Store/marketing art | This game does not use live generative AI during gameplay. Some pre-rendered marketing and store page images, including capsule/community artwork, were created with generative AI assistance and then reviewed/selected by the developer before use. No player-facing content is generated dynamically by AI at runtime. | TreeByte Software | - | Jun 16, 2026 | |
Culinary Conquest art | Some store page marketing images and artwork
were created with the assistance of AI image
generation tools. All in-game artwork,
characters, backgrounds, and gameplay content
were created by the development team. No AI
is used to generate content during gameplay. | Gambito | - | Jun 16, 2026 | |
Trolley Dilemma In-game content art | AI was used to assist with early concept sketches for some backgrounds and characters. Final in-game assets were edited and adapted by the developer. | Seven Level Games | - | Jun 16, 2026 | |
検索探偵パテ太郎 In-game content artaudio | This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects.
Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page.
The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input. | Torasute | - | Jun 16, 2026 | |
RITUAL Store/marketing art | Generative AI was used in promotional materials, including the game trailer. No live-generated AI content is produced in-game at runtime. | NOV8LVBS | - | Jun 16, 2026 | |
Weird Water World Store/marketing artcode | Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer. | Castle Golborg | - | Jun 16, 2026 | |
Expat Manager In-game content art | AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay. | CIP Dynamics | - | Jun 16, 2026 | |
Splatapult Store/marketing art | Splatapult contains generative AI Art | Recoil Mojo | - | Jun 16, 2026 | |
Guild Idle In-game content arttextcode | Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play. | GuildIdleDev | - | Jun 16, 2026 | |
Puzzles: Vegetables Unclear art | Help in creating images | IR Studio | - | Jun 16, 2026 | |
孤岛的动物园 In-game content artaudio | Character and background images were modified from AI-generated imagery.
The vast majority of the in-game music was created using AI tools to remix original-made tracks or add vocals.
Some musical tracks were generated entirely by AI. | HO Lab+Studio | - | Jun 16, 2026 | |
Drift Mania In-game content art | Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay. | Full Sweat Games | - | Jun 16, 2026 | |
Renz Tower Defense Store/marketing art | Some store assets (images/logos) were created with the use of AI. | Logan Renz | - | Jun 16, 2026 | |
Cosy Space In-game content art | Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made. | Null8Fünfzehn Studios | - | Jun 16, 2026 | |
Captain Galactic In-game content text | All game elements are created using AI tools like chatgpt. | whoppagamer | - | Jun 16, 2026 | |
Memoria Arcana In-game content text | We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know! | Reija | 24 | Jun 16, 2026 | |
Maximilien In-game content artaudio | All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation. | Yohan Dupuy | - | Jun 16, 2026 | |
Pop Star Life In-game content art | This game does not use Live-Generated AI during gameplay.
The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running.
Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build.
All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay | Rakun Interactive | - | Jun 16, 2026 | |
Cosmic Frontiers Episode Zero: Crash on Xylos-7 Store/marketing art | Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer. | Sergeant Gunny Gaming | - | Jun 16, 2026 | |
Imperium Warbands | Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity. | Jhulyan Studio | - | Jun 16, 2026 | |
Popular Kids Live AI text | Popular Kids uses generative artificial intelligence to power conversations with student characters. Players can interact using voice or text, and AI-generated dialogue allows characters to respond dynamically based on the current situation, their personality, previous interactions, and the player’s choices throughout the game.
All storylines, characters, progression systems, popularity mechanics, reputation systems, and overall game design are created by the developer. Generative AI is used only to generate character dialogue and conversational responses during gameplay. AI-generated content is monitored and guided by character-specific instructions and game rules to maintain age-appropriate school-life interactions and narrative consistency. | Peter Newing | - | Jun 16, 2026 | |
Wall Street 1929 In-game content art | Some in-game art assets have been generated using AI. | MindDream Game Studios | - | Jun 16, 2026 | |
OctoMech Survivors In-game content art | This game uses generative AI in the production of some pixel art assets, with final adjustments and finishing work carried out by a human. | Arkhamsoft | - | Jun 16, 2026 | |
Suits of Fantasia In-game content artaudio | Some of this game's assets were created with the assistance of generative AI tools. Character, enemy, and background artwork was created using Stable Diffusion and then manually edited and retouched by the developer. Background music and the ending theme songs were generated using ACE-Step v1.5. All AI-assisted assets were reviewed and curated by the developer. No content is generated by AI during gameplay. | kero | - | Jun 16, 2026 | |
On Hold Store/marketing art | Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer. | Throwdown Games | - | Jun 16, 2026 |