Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay.
- Creator
- tommy_karasu
- Reviews
- -
- Added
- Oct 1, 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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay.
The software uses AI images. When using the software, users need to provide an API key to call third-party AI services. The AI service costs you use are paid with your own API key.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Images: AI-generated images were manually edited and composited for use in the game. Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten. Live-generated AI content: None.
VO production was developed with the assistance of voice generation software.
Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development: Written text was drafted with AI assistance and reviewed and edited by the developer. The gameplay, the art style, and every revision were decided by the developer. Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used. Map tiles and furniture are human-created licensed assets. Music and sound effects are human-created licensed assets. The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements. The game does not use AI to generate any content at runtime.
Music was generated using Suno under the developer’s creative direction. Concept art was created using image generation software.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
Artificial intelligence tools were used to generate some of the sprites and images used in this game.
Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play.
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
Music and sounds were produced with ElevenLabs.
AI was used in translation for localization.
BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
I used AI to help generate some of the voice acting that is used in the game.
AI was used for code, art, and text translation.
Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used. AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves. For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
Generative AI tools were used during development to assist with game localization and code generation.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
The music under the trailer is generated by Suno. That's it. I ain't a musician.
Some UI assets in this game were created with the assistance of AI tools during development.
Store images are AI.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running.
AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
We only utilized AI to generate store page promotional art for the game, to better convey the feeling of post-apocalyptic survival.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
This game uses generative AI to write code.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer.
This game uses generative artificial intelligence to assist in the creation of its original soundtrack. All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick. Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience.
Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.
Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications.
AI was used to help code some parts of the game and find bugs
Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style.
AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators.
3D models generated with AI
The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements.
AI used to assist in coding, scripting, and localization
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PUYON In-game content arttext | Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay. | tommy_karasu | - | Oct 1, 2026 | |
Artificial Idiot Novel Editor Unclear art | The software uses AI images.
When using the software, users need to provide an API key to call third-party AI services.
The AI service costs you use are paid with your own API key. | ZeroBitCode | - | Oct 1, 2026 | |
Yellow Terminal In-game content audiotextart | The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made. | Clusion Games | - | Oct 1, 2026 | |
CARD SHOP SHUFFLE! In-game content arttext | Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None. | NorthPillow Lab | - | Oct 1, 2026 | |
JanuszCorp. In-game content audio | VO production was developed with the assistance of voice generation software. | Onion Industries | - | Oct 1, 2026 | |
箭无穷:Arrows Without End In-game content art | Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime. | Chen Jiandong | - | Oct 1, 2026 | |
Bugs Don't Pay Rent Store/marketing textart | This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 1, 2026 | |
Terminal Depth In-game content audioart | Music was generated using Suno under the developer’s creative direction.
Concept art was created using image generation software. | Bubfiz | - | Oct 1, 2026 | |
THE NUGGET In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Oct 1, 2026 | |
BOZÓ! In-game content art | Artificial intelligence tools were used to generate some of the sprites and images used in this game. | Lililoka | - | Oct 1, 2026 | |
Cards Rumble: Clash of Elements In-game content artaudio | Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play. | OnPixel Software | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Blind Man's Buff In-game content audio | Music and sounds were produced with ElevenLabs. | sanzyman | - | Oct 1, 2026 | |
Roomy In-game content text | AI was used in translation for localization. | Hamelot Games | - | Oct 1, 2026 | |
Boltfall In-game content audioart | BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game. | MayaRealm Studios | - | Oct 1, 2026 | |
放置地下城:无尽远征 In-game content arttext | Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay. | 程序员小灰 | - | Oct 1, 2026 | |
Threshold Zero In-game content audio | I used AI to help generate some of the voice acting that is used in the game. | Ken Henson | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
Let's Go! Curio Crew! In-game content arttext | Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay. | Yichuan Game | - | Oct 1, 2026 | |
Dino Dome: Tidy Up! In-game content arttext | We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work. | Obsessive Games | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
BrickAmp In-game content audioartcode | The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service. | Anthony Sessa | - | Oct 1, 2026 | |
Jirai Kei Nemu In-game content art | Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay. | Code in Pixel | - | Oct 1, 2026 | |
Frog Planter Store/marketing audio | The music under the trailer is generated by Suno. That's it. I ain't a musician. | Lazy Platypus Kft. | - | Oct 1, 2026 | |
My Boba Shop Simulator In-game content art | Some UI assets in this game were created with the assistance of AI tools during development. | Yishir | - | Oct 1, 2026 | |
MUSIC BAND SIMULATOR:TOGETHER Store/marketing art | Store images are AI. | Black Flag Studios | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
Stock Car Tycoon Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Tycoon Managers | - | Oct 1, 2026 | |
Coin Survivor In-game content art | This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game. | Coin laundry(코인 세탁소) | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
Bums Race Rats In-game content artaudiocode | The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running. | RatMaxxing | - | Oct 1, 2026 | |
TRAPPIST-1 In-game content art | AI was used to assist with coding and to create some textures, which were later reworked by the developer.
The game does not generate AI content in real time | Systm | - | Oct 1, 2026 | |
流量依存症 In-game content audio | Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay. | OBINO Studio | - | Oct 1, 2026 | |
Survive Wasteland: Her & Me Store/marketing art | We only utilized AI to generate store page promotional art for the game, to better convey the feeling of post-apocalyptic survival. | HotPlay Studio | - | Oct 1, 2026 | |
アルスマギア In-game content artaudio | This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game. | PracticalStudy | - | Oct 1, 2026 | |
go Up Dev only code | This game uses generative AI to write code. | yee | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
Parallax In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service. | NEUTWORK | - | Oct 1, 2026 | |
¡SIX! In-game content audioarttext | Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer. | Superdou | - | Oct 1, 2026 | |
Free Kick In-game content audio | This game uses generative artificial intelligence to assist in the creation of its original soundtrack.
All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick.
Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience. | Mars Vinum Games | - | Oct 1, 2026 | |
SpudFall In-game content artaudiotextcode | Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play. | A Beautiful Potato | - | Oct 1, 2026 | |
God of Strafe In-game content art | Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay. | Ren You Suo Cao Studio | - | Oct 1, 2026 | |
Master Builders In-game content artcode | Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications. | ZELVANIX | - | Oct 1, 2026 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | Oct 1, 2026 | |
Redline Horde In-game content art | Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style. | DevGoneWild | - | Oct 1, 2026 | |
Motel 51: Papers, Keys & Aliens In-game content art | AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators. | press any key | - | Oct 1, 2026 | |
Deep Cauldron In-game content art | 3D models generated with AI | Demencion Games | - | Oct 1, 2026 | |
PegPegBall In-game content artaudiotext | The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements. | PenguinPigeon | - | Oct 1, 2026 | |
Chess You In-game content codetext | AI used to assist in coding, scripting, and localization | Studio SoSeong | - | Oct 1, 2026 |