AI drew the ahegao cat, not me
- Creator
- Klc
- Reviews
- -
- Added
- Jun 10, 2026
Public Steam disclosure research 25,981 disclosures tracked
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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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AI drew the ahegao cat, not me
Some visual assets and sounds were created using generative AI and refined by the development team.
The C# code behind is created by the developer with the assistance of AI. The translation from English is also created by AI.
Some 2D character art (cat portraits / cosmetics previews) and a subset of sound effects were created with AI-assisted tools. All final assets were curated, edited, and reviewed by the developer. The game does not run any generative AI at runtime — no user input is sent to AI services.
Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created by the developer.
Some placeholder art was generated using ethically trained local AI models.
TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation. TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay
We use generative AI as an aid for some 3D models.
Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team.
AI tools were used during development to assist with the creation of promotional images, marketing videos, music generation, translations, code optimization, and programming support. All gameplay systems, game design decisions, balancing, and 3D models were created and reviewed by the developer. No generative AI is used during gameplay or in real-time player interactions.
This game uses viggle.ai videos made on "DaPieGuy" in some parts of the game.
Used for overall graphics, with manual adjustments and modifications applied afterward.
Several animated videos and images in this game were generated using artificial intelligence tools.
I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me.
How is Generative AI used in this game? Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling. Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth. Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools. Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer. All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay.
キャラ画像 エフェクト 背景 UI素材
Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content).
Some of the audio, text and images in the game are generated by AI.
Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer.
Coding, proofreading, and localization were done by AI. All other content was created by humans.
AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music.
Small quantity of images/textures are ai-generated. Small quantity of sound waves are ai-generated. Some parts of code are ai-genereted and ai-assissted always tested by a human.
As an indie project, this game uses machine translation for some of the languages. No AI was used for the source text, artwork or sound.
Generative AI was used to assist with the localization of some in-game text in some languages. All AI-generated translations are reviewed and edited by the developer before being included in the game.
Some of the scene and character illustrations are generated by AI.
This game uses Generative AI for some of the asset sets in the game.
I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI. The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation. I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items AI was not used for the music in game, or the various art assets and SFX not mentioned above.
This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
This game uses generative AI tools to create certain static visual assets, including background images, loading screens, character portraits, marketing materials, and ship illustrations. No generative AI is used during gameplay to create game mechanics, simulations, text content, or dynamic systems. All gameplay mechanics and simulation systems are entirely handcrafted and deterministic.
Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay.
"We utilized AI for game localization and artwork generation."
The game uses AI-generated content only for music and translation.
Some visual assets in this game were created with the assistance of generative AI tools. AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content. The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running.
Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes.
AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow.
Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions. AI was not used for writing or audio purposes.
Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience.
We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations
Immortal Rebirth utilizes generative AI for some in-game icons.
AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade)
Music in this game was produced with the help of AI
SurfaceBox uses generative artificial intelligence to create some selected visual assets, including certain promotional images from the store page and some in-game graphic elements. Most of the assets, as well as programming, game design and final integration, were created and reviewed manually by the developer. No artificial intelligence is used to generate content in real time during the game.
This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
你的蛋蛋 In-game content art | AI drew the ahegao cat, not me | Klc | - | Jun 10, 2026 | |
諧槓青年 In-game content artaudio | Some visual assets and sounds were created using generative AI and refined by the development team. | HalaSpark | - | Jun 10, 2026 | |
Medieval Fantasy In-game content codetext | The C# code behind is created by the developer with the assistance of AI. The translation from English is also created by AI. | Tsz Hin Tsang | - | Jun 10, 2026 | |
Feline Fury 3D In-game content artaudio | Some 2D character art (cat portraits / cosmetics previews) and a subset of sound effects were created with AI-assisted tools. All final assets were curated, edited, and reviewed by the developer. The game does not run any generative AI at runtime — no user input is sent to AI services. | cddevapps | - | Jun 10, 2026 | |
Ritual Break In-game content audioart | Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created by the developer. | Lazy Hamster | - | Jun 10, 2026 | |
Sword and Sweep In-game content art | Some placeholder art was generated using ethically trained local AI models. | GoblinDog | - | Jun 10, 2026 | |
TankFall Arena In-game content artaudio | TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation.
TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Adamantium_studio | - | Jun 10, 2026 | |
Wordy Space In-game content arttext | Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay | LongKey Studios | - | Jun 10, 2026 | |
アンダーワールドモンスターズピンボール In-game content art | We use generative AI as an aid for some 3D models. | OrcaStepRecords | - | Jun 10, 2026 | |
RumBall Stadium In-game content art | Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team. | RumBall Games | - | Jun 10, 2026 | |
D&B: Dice and Bots In-game content artaudiocodetext | AI tools were used during development to assist with the creation of promotional images, marketing videos, music generation, translations, code optimization, and programming support. All gameplay systems, game design decisions, balancing, and 3D models were created and reviewed by the developer. No generative AI is used during gameplay or in real-time player interactions. | Quimera Games | - | Jun 10, 2026 | |
Escape The DaPieGuy In-game content art | This game uses viggle.ai videos made on "DaPieGuy" in some parts of the game. | Molond | - | Jun 10, 2026 | |
Mental Medicine In-game content art | Used for overall graphics, with manual adjustments and modifications applied afterward. | KAWAUSO FORGE | - | Jun 10, 2026 | |
HouseWarming In-game content art | Several animated videos and images in this game were generated using artificial intelligence tools. | Neskorobok Games | - | Jun 10, 2026 | |
Leukocyte In-game content artaudiocodetext | I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me. | Víctor Martínez | - | Jun 10, 2026 | |
Toxic Dating Simulator In-game content audioarttext | How is Generative AI used in this game?
Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling.
Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth.
Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools.
Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer.
All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay. | Proximity Games | - | Jun 9, 2026 | |
Break The Run In-game content art | キャラ画像
エフェクト
背景
UI素材 | Wingless | - | Jun 9, 2026 | |
Paranormal Meatball Simulator In-game content artaudio | Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content). | 1FPS Games | - | Jun 9, 2026 | |
REWOUND In-game content audiotextart | Some of the audio, text and images in the game are generated by AI. | Auryn Yang | - | Jun 9, 2026 | |
Neon Blackfall In-game content artaudiotext | Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer. | Alejandro Rodríguez Fernández | - | Jun 9, 2026 | |
Snake With Bird In-game content codetext | Coding, proofreading, and localization were done by AI. All other content was created by humans. | TakoKun Studio | - | Jun 9, 2026 | |
Bitloop In-game content text | AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music. | Faven Games | - | Jun 9, 2026 | |
Havoc Arena In-game content artaudiocode | Small quantity of images/textures are ai-generated.
Small quantity of sound waves are ai-generated.
Some parts of code are ai-genereted and ai-assissted always tested by a human. | Studio Jarosz | - | Jun 9, 2026 | |
The Line Must Not Stop In-game content text | As an indie project, this game uses machine translation for some of the languages.
No AI was used for the source text, artwork or sound. | ArcoDev | - | Jun 9, 2026 | |
Primal One In-game content text | Generative AI was used to assist with the localization of some in-game text in some languages. All AI-generated translations are reviewed and edited by the developer before being included in the game. | Mr. Maheros | - | Jun 9, 2026 | |
国王的游戏(King'sGame) In-game content art | Some of the scene and character illustrations are generated by AI. | Lazymangamestudio | - | Jun 9, 2026 | |
BruhBruh In-game content art | This game uses Generative AI for some of the asset sets in the game. | Branden Call | - | Jun 9, 2026 | |
Slop Slop In-game content artcode | I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI.
The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation.
I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items
AI was not used for the music in game, or the various art assets and SFX not mentioned above. | Bobgar the Warbarian | - | Jun 9, 2026 | |
Imperium of the Stars In-game content audio | This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay. | Imperium of the Stars | - | Jun 9, 2026 | |
Idle Slots: Casino HQ In-game content code | We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game. | Bit Boy Games | - | Jun 9, 2026 | |
The Kuon Island Nursery Rhyme Murders: Case Notes In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | Jun 9, 2026 | |
European Seafreight Tycoon In-game content art | This game uses generative AI tools to create certain static visual assets, including background images, loading screens, character portraits, marketing materials, and ship illustrations.
No generative AI is used during gameplay to create game mechanics, simulations, text content, or dynamic systems. All gameplay mechanics and simulation systems are entirely handcrafted and deterministic. | Warnicke Gamedesign | 15 | Jun 9, 2026 | |
Are you human? In-game content art | Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay. | lee09lee26 | - | Jun 9, 2026 | |
WHERE TO? In-game content arttext | "We utilized AI for game localization and artwork generation." | APES | - | Jun 9, 2026 | |
A Simple Square In-game content audiotext | The game uses AI-generated content only for music and translation. | Antharuu | - | Jun 9, 2026 | |
도깨비의 밤 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools.
AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content.
The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running. | Taleway | - | Jun 9, 2026 | |
Indefinite: Intake In-game content art | Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design. | Mikail Erdal | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
Tile Blast Royale In-game content audio | Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay. | Redping Games | - | Jun 9, 2026 | |
The Pigment In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 9, 2026 | |
Where Giants Fall In-game content art | Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes. | Everclear Games | - | Jun 9, 2026 | |
修真幸存者 In-game content artaudiocode | AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow. | 幺月星 | - | Jun 9, 2026 | |
The Disappearing Municipality Worker In-game content art | Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions.
AI was not used for writing or audio purposes. | Big Greg Games | - | Jun 9, 2026 | |
International Football Manager In-game content arttext | Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience. | UPLAY Online | - | Jun 9, 2026 | |
Censor Me Totally In-game content artaudiotext | We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations | IndieDacha | - | Jun 9, 2026 | |
重生修仙 In-game content art | Immortal Rebirth utilizes generative AI for some in-game icons. | RuYan | - | Jun 9, 2026 | |
Order Picker Simulator In-game content textart | AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade) | trushkeen | - | Jun 9, 2026 | |
Gambillion In-game content audio | Music in this game was produced with the help of AI | AlbinoGiraffe | - | Jun 9, 2026 | |
SurfaceBox In-game content art | SurfaceBox uses generative artificial intelligence to create some selected visual assets, including certain promotional images from the store page and some in-game graphic elements. Most of the assets, as well as programming, game design and final integration, were created and reviewed manually by the developer. No artificial intelligence is used to generate content in real time during the game. | Delyei | - | Jun 9, 2026 | |
异星战场 In-game content artaudiotext | This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality. | TapfunGame | - | Jun 9, 2026 |