IA was used for the 2d animation that Will be on the marketing video.
- Creator
- AntiCodec
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- Added
- Jul 7, 2026
Public Steam disclosure research 25,497 disclosures tracked
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IA was used for the 2d animation that Will be on the marketing video.
This game uses assisted generative AI, source material created by real people and enhanced with AI.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay.
AI tools were utilized to generate art assets on the store page and in-game.
As a small, two-person independent development team, we have used generative AI to help create a limited number of pre-generated assets during development. This includes portions of the store capsule artwork, a number of UI elements and icons, and approximately three lines of dialogue for a single enemy. The AI-generated visual content is used solely as placeholder artwork to support our Early Access proof of concept. These assets allow us to focus our limited resources on gameplay, systems, balance, and overall game quality while we continue development. Replacing these placeholder assets with original, commissioned artwork is a planned and intentional part of our Early Access development roadmap. No generative AI was or will be used to create gameplay, game logic, programming, level design, music, sound effects, visual effects, or any live-generated in-game content.
This game uses generative AI assistance in the creation of some art, audio, text, or marketing materials, and all related content is reviewed, edited, and approved by the development team before release.
This game uses AI-assisted tools during development, including assistance with coding and the creation or iteration of some promotional and visual art assets. During gameplay, AI may be used to help interpret the player’s spoken spell commands and map them to predefined in-game spell actions.
This game contains AI generated images and design for the UI elements.
All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration. We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material. All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights. All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements; Strictly avoid using copyrighted training data or materials as AI input; The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game; If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner.
Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated. AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content.
MegaDope 2D uses generative AI assisted tools during development to help create and refine visual assets, character and environment concepts, UI elements, music, sound effects, and promotional/trailer materials. All AI assisted assets are curated, edited, and implemented by the developer as part of the final game. The game does not currently generate new AI content live during gameplay.
Development/Pre-Generated AI Use Disclosure: During the development process, Generative AI tools were used to assist in the creation of game assets. Specifically, portions of the game props, enemy models, 2D user interface elements, and background music/audio were developed with the assistance of AI tools. All of these assets have undergone a thorough review, manual optimization, and integration through our standard development pipeline to ensure they match the game's unique artistic style and high-quality standards. None of the AI-assisted content infringes upon any third-party copyrights or contains any restricted elements. The final game complies entirely with Steam's content policies.
The capsule images and promotional artworks on the Steam store page of this game are AI-generated. All images have been manually adjusted in composition, refined in details and post-processed with text addition, without any copyrighted third-party materials. No real-time AI content generation during gameplay.
AI-assisted tools were used to help create some ability icons and some HUD elements. The assets were reviewed and integrated into the game by the developers.
AI was used as a creative tool for: Generating and refining background art (later curated by our artists) Creating early atmospheric textures for the soundtrack (finished by human composers) All AI-generated content was reviewed, edited, and finalized by the team to ensure quality and consistency.
AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements. All code, models, and UI elements were edited and finalized by me before implementation into the game.
Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content.
We used Generative AI to create additional and original character designs or to create objects such as obstacles.
AI-assisted tools were used to help create some visual assets. All generated content was reviewed and integrated by the developer.
As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life.
Generative AI (a large language model) was used to assist in drafting text content — store page descriptions, in-game text, and marketing copy — and to assist with code. All output was reviewed and edited by the developer. Game art is from licensed/CC0 asset packs and procedural rendering; audio is procedurally synthesized. No AI-generated imagery or audio ships in the game, and no AI is generated live at runtime.
I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer.
AI Artwork
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks
Xalvorynthium does not use generative AI during gameplay and does not connect to any external AI service while the game is running. Some pre-generated visual assets used for store marketing, promotional artwork, capsule images, logos, or related presentation materials may have been created or assisted with generative AI tools. These assets were reviewed and selected by the developer before use.
Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time.
Generative AI was used during the development of this game. It does not generate any content with AI while you play.
TIDEFALL uses generative AI in parts of its development: • Some 2D artwork and the store/marketing images were created or assembled with the help of AI tools, then edited and reviewed by the developer. • The Korean and Simplified Chinese localizations were produced with AI assistance and reviewed for quality and consistency. All music and sound effects are human-made, openly-licensed (CC0) works and are not AI-generated. No generative AI runs while you play — the game generates no content or code at runtime and connects to no external AI service.
This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer.
Some sounds were created with AI assistance, and Claude Code helped support parts of the development process. Thank you for your understanding!
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay.
OFS is made by a solo developer using a hybrid, human-led production pipeline. Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it. Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game. As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result.
This game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
This game contains content created with the assistance of generative AI during development. Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Localisation: The game's interface text was localised into 11 languages (French, Spanish (Latin America), Italian, German, Portuguese (Brazil), Russian, Simplified Chinese, Korean, Japanese, Polish, Turkish) with the assistance of AI tools. All original English source text was written by the developer. Voice-over: Some in-game voice-over was created using AI voice generation, used alongside recordings from real voice artists. Music: Two background music tracks heard on in-game radios were generated with AI tools, then filtered and edited by the developer in FL Studio. Store art: The capsule artwork combines a hand-made logo created by a commissioned artist with an AI-generated background.
The game currently relies on AI for some UI Art Assets, programming, and sound effects.
Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation.
Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually.
RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel. I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it.
I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet.
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.
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.
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.
Our development process makes use of generative AI tools for internal tasks such as early concept exploration - both for the game and marketing assets, as well as workflow automation. All final game assets are created by our team without AI-generated content.
Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors. Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI.
"We used generative AI tools during the development of this game. Specifically, pre-generated AI tools were utilized to create and refine some of the 2D visual assets, including concept art, UI elements, and promotional store graphics. All AI-generated content was reviewed, edited, and curated by our team to ensure quality and compliance with Steam's content policies. The game itself does not generate any live AI content during runtime."
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bounty Hunters: The 4th Dimension Store/marketing art | IA was used for the 2d animation that Will be on the marketing video. | AntiCodec | - | Jul 7, 2026 | |
Bravemech: The Century War In-game content arttextaudio | This game uses assisted generative AI, source material created by real people and enhanced with AI. | Bravemech Studio | - | Jul 7, 2026 | |
NOVAE: Last Light In-game content audioart | The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime. | GrazuleX | - | Jul 7, 2026 | |
NULLVECTOR Store/marketing art | Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay. | cesogames | - | Jul 7, 2026 | |
Necromancer: Ash & Bone In-game content art | AI tools were utilized to generate art assets on the store page and in-game. | Binx.tv | - | Jul 7, 2026 | |
Neophyte Protocol In-game content arttext | As a small, two-person independent development team, we have used generative AI to help create a limited number of pre-generated assets during development. This includes portions of the store capsule artwork, a number of UI elements and icons, and approximately three lines of dialogue for a single enemy.
The AI-generated visual content is used solely as placeholder artwork to support our Early Access proof of concept. These assets allow us to focus our limited resources on gameplay, systems, balance, and overall game quality while we continue development. Replacing these placeholder assets with original, commissioned artwork is a planned and intentional part of our Early Access development roadmap.
No generative AI was or will be used to create gameplay, game logic, programming, level design, music, sound effects, visual effects, or any live-generated in-game content. | Ironwerks Studios | 24 | Jul 7, 2026 | |
Plunger Archer: Wild Ranges In-game content artaudiotext | This game uses generative AI assistance in the creation of some art, audio, text, or marketing materials, and all related content is reviewed, edited, and approved by the development team before release. | NewBluestar Studio | - | Jul 7, 2026 | |
VoxMancer Live AI artcode | This game uses AI-assisted tools during development, including assistance with coding and the creation or iteration of some promotional and visual art assets.
During gameplay, AI may be used to help interpret the player’s spoken spell commands and map them to predefined in-game spell actions. | VoxMancer Studios | - | Jul 6, 2026 | |
The Next Room In-game content art | This game contains AI generated images and design for the UI elements. | Ragdoll Games | - | Jul 6, 2026 | |
Demon God Story In-game content artaudio | All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner. | XY GAME | - | Jul 6, 2026 | |
Cargo Runner: Faction Fracture In-game content art | Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated.
AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content. | Aech | - | Jul 6, 2026 | |
MegaDope 2D In-game content artaudio | MegaDope 2D uses generative AI assisted tools during development to help create and refine visual assets, character and environment concepts, UI elements, music, sound effects, and promotional/trailer materials. All AI assisted assets are curated, edited, and implemented by the developer as part of the final game. The game does not currently generate new AI content live during gameplay. | Eternium Forge Studios | - | Jul 6, 2026 | |
The Ninth Cycle In-game content artaudio | Development/Pre-Generated AI Use Disclosure:
During the development process, Generative AI tools were used to assist in the creation of game assets. Specifically, portions of the game props, enemy models, 2D user interface elements, and background music/audio were developed with the assistance of AI tools.
All of these assets have undergone a thorough review, manual optimization, and integration through our standard development pipeline to ensure they match the game's unique artistic style and high-quality standards.
None of the AI-assisted content infringes upon any third-party copyrights or contains any restricted elements. The final game complies entirely with Steam's content policies. | TidesArt | - | Jul 5, 2026 | |
封神演义沙盘模拟器 Store/marketing art | The capsule images and promotional artworks on the Steam store page of this game are AI-generated. All images have been manually adjusted in composition, refined in details and post-processed with text addition, without any copyrighted third-party materials. No real-time AI content generation during gameplay. | 风驰电掣的土豆 | - | Jul 4, 2026 | |
Bringers of Darkness In-game content art | AI-assisted tools were used to help create some ability icons and some HUD elements. The assets were reviewed and integrated into the game by the developers. | Arcane Celestia | - | Jul 4, 2026 | |
Mind Over Dice In-game content artaudio | AI was used as a creative tool for:
Generating and refining background art (later curated by our artists)
Creating early atmospheric textures for the soundtrack (finished by human composers)
All AI-generated content was reviewed, edited, and finalized by the team to ensure quality and consistency. | White Sobol | - | Jul 4, 2026 | |
Black Hollow In-game content artcode | AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements.
All code, models, and UI elements were edited and finalized by me before implementation into the game. | PolyPixel Interactive | - | Jul 3, 2026 | |
System Cleaner In-game content text | Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content. | Radiant Bear Games | - | Jul 3, 2026 | |
PROWLER PURGE In-game content art | We used Generative AI to create additional and original character designs or to create objects such as obstacles. | Once Studio | - | Jul 3, 2026 | |
Warrior Spirits In-game content art | AI-assisted tools were used to help create some visual assets. All generated content was reviewed and integrated by the developer. | Reignite Games | - | Jul 3, 2026 | |
VOS: First Faiths In-game content artaudio | As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life. | Digital HOR | - | Jul 3, 2026 | |
WALLOP In-game content textcode | Generative AI (a large language model) was used to assist in drafting text content — store page descriptions, in-game text, and marketing copy — and to assist with code. All output was reviewed and edited by the developer. Game art is from licensed/CC0 asset packs and procedural rendering; audio is procedurally synthesized. No AI-generated imagery or audio ships in the game, and no AI is generated live at runtime. | Pizza Hero Gaming | - | Jul 3, 2026 | |
KILLSWARM Dev only art | I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer. | slezkh | - | Jul 3, 2026 | |
Chains of Eternis Unclear art | AI Artwork | Blade Art Games | - | Jul 2, 2026 | |
Critical Ward In-game content artaudiocode | Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks | BiEsEl | - | Jul 2, 2026 | |
Xalvorynthium Store/marketing art | Xalvorynthium does not use generative AI during gameplay and does not connect to any external AI service while the game is running.
Some pre-generated visual assets used for store marketing, promotional artwork, capsule images, logos, or related presentation materials may have been created or assisted with generative AI tools. These assets were reviewed and selected by the developer before use. | D3a1hXSaga Studios | - | Jul 2, 2026 | |
Miner Survivor In-game content art | Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time. | cksiow | - | Jul 2, 2026 | |
Quarterheart Dev only | Generative AI was used during the development of this game. It does not generate any content with AI while you play. | Emotional Machines | - | Jul 2, 2026 | |
TideFall In-game content arttext | TIDEFALL uses generative AI in parts of its development:
• Some 2D artwork and the store/marketing images were created or assembled with the help of AI tools, then edited and reviewed by the developer.
• The Korean and Simplified Chinese localizations were produced with AI assistance and reviewed for quality and consistency.
All music and sound effects are human-made, openly-licensed (CC0) works and are not AI-generated. No generative AI runs while you play — the game generates no content or code at runtime and connects to no external AI service. | RootWaves | - | Jul 1, 2026 | |
Ninja Noboken Episode 2 In-game content textartaudio | This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards. | Gabriel Lopez | - | Jun 30, 2026 | |
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
OVERHEAT PROTOCOL In-game content artaudio | Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer. | Rene Studios | - | Jun 30, 2026 | |
Survival Code In-game content audio | Some sounds were created with AI assistance, and Claude Code helped support parts of the development process. Thank you for your understanding! | biluky | - | Jun 30, 2026 | |
Huntervania In-game content art | Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI. | Dubcherry | - | Jun 30, 2026 | |
Skill Cheater In-game content art | Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay. | EagleOwl Studio | - | Jun 30, 2026 | |
OFS In-game content art | OFS is made by a solo developer using a hybrid, human-led production pipeline.
Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it.
Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game.
As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result. | Cold Narrative | - | Jun 29, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
Meowdness In-game content artaudiocodetext | This game contains content created with the assistance of generative AI during development.
Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer.
The game does not use generative AI to create content during gameplay. | Snowball Games | - | Jun 29, 2026 | |
Dread Protocol In-game content textaudio | Localisation: The game's interface text was localised into 11 languages (French, Spanish (Latin America), Italian, German, Portuguese (Brazil), Russian, Simplified Chinese, Korean, Japanese, Polish, Turkish) with the assistance of AI tools. All original English source text was written by the developer.
Voice-over: Some in-game voice-over was created using AI voice generation, used alongside recordings from real voice artists.
Music: Two background music tracks heard on in-game radios were generated with AI tools, then filtered and edited by the developer in FL Studio.
Store art: The capsule artwork combines a hand-made logo created by a commissioned artist with an AI-generated background. | Meat Lab | 21 | Jun 28, 2026 | |
Crim Ludus In-game content artaudiocode | The game currently relies on AI for some UI Art Assets, programming, and sound effects. | Hawk Vision Games LLC | - | Jun 28, 2026 | |
Neno Havoc Store/marketing artcode | Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation. | Dusk Quill Studio | - | Jun 28, 2026 | |
Arenfall In-game content art | Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually. | Enjoy | - | Jun 28, 2026 | |
RoguePunk In-game content artaudio | RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel.
I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it. | Massif interactive | - | Jun 28, 2026 | |
Loot & Rush Dev only art | I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet. | Alex Falx | - | 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 | |
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 | |
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 | |
The Rifted Skies Dev only arttext | Our development process makes use of generative AI tools for internal tasks such as early concept exploration - both for the game and marketing assets, as well as workflow automation. All final game assets are created by our team without AI-generated content. | DreamVR | - | Jun 28, 2026 | |
Fading Reel In-game content text | Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors.
Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI. | Fadestrand Games | - | Jun 28, 2026 | |
Heroes And Zombies In-game content art | "We used generative AI tools during the development of this game. Specifically, pre-generated AI tools were utilized to create and refine some of the 2D visual assets, including concept art, UI elements, and promotional store graphics. All AI-generated content was reviewed, edited, and curated by our team to ensure quality and compliance with Steam's content policies. The game itself does not generate any live AI content during runtime." | Aspgame | - | Jun 28, 2026 |