“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
- Creator
- Kevenson Draws
- Reviews
- -
- Added
- Aug 31, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses. The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls of any kind.
The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer. TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping. Nothing is generated live during gameplay.
This game includes assets that were created ahead of time with AI tools: - 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool - 27 character portraits rendered from those 3D models - 2D artwork for the nations, such as the emblems - AI image generation - part of the HUD and UI texture set - AI image generation - the cutaway diagrams on the briefing screen - AI image generation Every generated asset was reviewed, selected and adjusted by the developer before being included. No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Images generated by AI are being used as temporary resources during the development phase. * AI-generated images will be removed upon product release.
Generative AI was used during development as an assistive tool for some 2D art including weapon reload animation frames and magazine props
Generative AI was used during development to assist with some pre-generated visual assets, including selected 3D models, textures, and animations. All such content is reviewed and edited by the development team. No generative AI runs during gameplay, and no player input is sent to an AI service.
AI assisted in-game and store-page visuals, plus music.
Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator. Pre-Generated content (created during development, ships with the game): - In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping. - The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing. Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being played
Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset. No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay.
Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
We use generative AI to assist in the development of the game, including for coding and visual assets.
Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves.
"AI tools were used to assist in the creation of some of the game's artwork and textures."
Generative AI is used for background artwork and English translation.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
Some code and animation created with the assistance of LLMs.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
This game uses generative AI tools during development. - Artwork in Steam Shop , and Picture Character in Game
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The code and the graphic design was made with AI
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese. AI was also used for part of the art. All of this was reviewed and edited by the developers. No AI-generated content is created while the game is running.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
Generative AI was used to create some of the game’s assets.
Some background assets and sound effects in this game were created using generative AI.
Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes. These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game. AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay.
AI tools were used to create/enhance some marketing and graphic assets for the Steam store page.
Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools
Some graphics and artwork have been made using Ai
AI was used to write the code for the game, and for the sounds effect. Music and art was all done by a lovely, living human.
Some icons and images were generated using AI and then manually edited.
AI has been used to generate artwork for this game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The voodoo soldier In-game content art | “AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.” | Kevenson Draws | - | Aug 31, 2026 | |
Greedspire In-game content art | Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team. | arcanabytes | - | Aug 31, 2026 | |
Electric Crust: Galactic Pizza Delivery In-game content artaudio | Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind. | Swamp City LLC | - | Aug 31, 2026 | |
Don't Touch Me - Goblin Zombies In-game content art | The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI. | Candy Studio | - | Aug 31, 2026 | |
Mool: Chroma In-game content artaudiotext | ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay. | jwl works | - | Aug 31, 2026 | |
STELLAR WING In-game content art | This game includes assets that were created ahead of time with AI tools:
- 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool
- 27 character portraits rendered from those 3D models
- 2D artwork for the nations, such as the emblems - AI image generation
- part of the HUD and UI texture set - AI image generation
- the cutaway diagrams on the briefing screen - AI image generation
Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand. | RAIDENWORKS | - | Aug 31, 2026 | |
Rolling Fortress In-game content art | Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services. | Last Exit Diner | - | Aug 31, 2026 | |
Frost Dasher Store/marketing art | Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played. | Red Radar Studio | - | Aug 31, 2026 | |
Tobamacco Defense Dev only | Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses. | Tarodev | - | Aug 31, 2026 | |
Aim Like a Cat In-game content art | During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service. | 火火 | - | Aug 31, 2026 | |
Fish World Dev only art | Images generated by AI are being used as temporary resources during the development phase.
* AI-generated images will be removed upon product release. | A.O.Line | - | Aug 31, 2026 | |
Gunline In-game content art | Generative AI was used during development as an assistive tool for some 2D art including weapon reload animation frames and magazine props | Loaded Dice Studio | - | Aug 31, 2026 | |
GRIMLINE In-game content art | Generative AI was used during development to assist with some pre-generated visual assets, including selected 3D models, textures, and animations. All such content is reviewed and edited by the development team. No generative AI runs during gameplay, and no player input is sent to an AI service. | Clewcat Games | - | Aug 31, 2026 | |
No Neutral Ground In-game content artaudio | AI assisted in-game and store-page visuals, plus music. | Cyvana | - | Aug 31, 2026 | |
System Arrival In-game content art | Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services. | ANLI GAMES | - | Aug 31, 2026 | |
Fake Hero In-game content artaudio | Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game. | Surprising Studio | - | Aug 31, 2026 | |
Destroy the Flag In-game content textcode | Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played | Pisuke | - | Aug 31, 2026 | |
For Her Crown Store/marketing art | Generative AI was used during development to assist in the creation of the game’s logo as a pre-rendered marketing asset.
No generative AI is used during gameplay, and no AI-generated content is created or shown to players while playing the game. | pillarset | - | Aug 31, 2026 | |
Orb Rush VR In-game content artcodeaudiotext | This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime. | R-S | - | Aug 30, 2026 | |
The Rallying Ball Store/marketing art | Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay. | Damian Michalski | - | Aug 30, 2026 | |
Heroes of Brihn Store/marketing art | Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations. | Scott Conway | - | Aug 30, 2026 | |
BASHDASH Dev only art | I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo | Polytens | - | Aug 29, 2026 | |
Dialshift In-game content audioart | Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay. | Georg Konrad | - | Aug 29, 2026 | |
Hexwell Dev only artcode | We use generative AI to assist in the development of the game, including for coding and visual assets. | Torpedo Penguin | - | Aug 29, 2026 | |
ALGO ARMS In-game content arttextcode | Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves. | Quench Forge | - | Aug 29, 2026 | |
Serandor The Last Knight In-game content art | "AI tools were used to assist in the creation of some of the game's artwork and textures." | Reynoc Games | - | Aug 29, 2026 | |
ShirocaTriangle In-game content arttext | Generative AI is used for background artwork and English translation. | 海のお魚パーティー | - | Aug 29, 2026 | |
SIMPLE ACTION In-game content audiocode | AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer. | Untiteld Folder | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
FSPunch In-game content artaudiocode | The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running. | opinionampGames | - | Aug 29, 2026 | |
Echo Doodle In-game content artaudio | Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay. | TruePushed | - | Aug 29, 2026 | |
Epic Goose Game In-game content audioart | The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI. | Kotynia Games | - | Aug 29, 2026 | |
Marsheez In-game content artaudiocode | During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play. | Tijmen Meijer MSc | - | Aug 29, 2026 | |
Hunt Soul Infinity art | This game uses generative AI tools during development.
- Artwork in Steam Shop , and Picture Character in Game | VORAWIT KIDARN | - | Aug 29, 2026 | |
THE LONG FORGETTING In-game content artaudio | All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made. | Quiet Machine | - | Aug 29, 2026 | |
Arcanefall : Darklands Unclear artcode | The code and the graphic design was made with AI | zak1aN | - | Aug 29, 2026 | |
Bullet Debt In-game content artaudiocode | Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | David Gamble | - | Aug 29, 2026 | |
Punch The Monkey In-game content art | Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player. | DiamondDev | - | Aug 29, 2026 | |
Zombie Car: Kaiju Killer In-game content art | As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay. | DevOfOne | - | Aug 29, 2026 | |
Dungeon Miner In-game content arttext | AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese.
AI was also used for part of the art.
All of this was reviewed and edited by the developers.
No AI-generated content is created while the game is running. | hummmmmmm | - | Aug 29, 2026 | |
Ask Sergeant Major In-game content artaudiotext | A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made. | Low Light Games | - | Aug 29, 2026 | |
Beast Survivor In-game content art | Generative AI was used to create some of the game’s assets. | Elvlin Gaming | - | Aug 29, 2026 | |
DEAD RECALL In-game content artaudio | Some background assets and sound effects in this game were created using generative AI. | MALCREATURES STUDIO | - | Aug 29, 2026 | |
Nine Below In-game content art | Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes.
These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game.
AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay. | Griffe Studio | - | Aug 29, 2026 | |
Last Shuttle Store/marketing art | AI tools were used to create/enhance some marketing and graphic assets for the Steam store page. | Stray Cat | - | Aug 29, 2026 | |
Marrowlight art | Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools | Entropy Digital Entertainment | - | Aug 29, 2026 | |
Endless Bonds In-game content art | Some graphics and artwork have been made using Ai | Brian710 | - | Aug 29, 2026 | |
Tankii In-game content codeaudio | AI was used to write the code for the game, and for the sounds effect.
Music and art was all done by a lovely, living human. | Sterling Long | - | Aug 29, 2026 | |
Pit Purge In-game content art | Some icons and images were generated using AI and then manually edited. | Ristanox | - | Aug 29, 2026 | |
Trials Of The Void In-game content art | AI has been used to generate artwork for this game. | Farya Wolyo Studios | - | Aug 29, 2026 |