AI was used to create images, text, and algorithms used in the game. This game was made by a solo-developer with the help of AI.
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- EJ Applications
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- Jul 29, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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AI was used to create images, text, and algorithms used in the game. This game was made by a solo-developer with the help of AI.
Some background illustrations were created with generative AI and edited/selected by the developer.
Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime.
The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
I am not an artist and I don't have money to hire one, so I used Gemini to create the cover art for the game. Sorry about that.
After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds. Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image. This means only the back scape mainly promotional artwork and character backgrounds were generated by AI.
Generative AI was used for localization.
Assets, Pictures, Sounds, translation
AI-assisted game development
AI tools were used to generate all audio. All audio has been human reviewed.
Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert.
Generative AI tools were used to help create some of StarFrame's content: certain promotional artwork on the store page, and some in-game text such as tutorial instructions and item descriptions. These were reviewed, adjusted, and finalized by the development team manually.
The game's concept, worldbuilding, narrative, game design, and art direction were planned and developed directly by the development team. Generative AI was used as an assistive tool in the production and refinement of pre-generated content, including character and environment imagery, cinematic sequences, anomaly effects, and selected music. All content, including AI-assisted outputs, was curated, edited, composited, and post-processed by the development team to align with the game's creative intent and quality standards. The game does not use generative AI at runtime, and no player input or personal data is sent to AI services.
This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet.
Generative AI tools were used during development to assist in creating visual concept art, UI background textures, and promotional graphics, as well as providing development assistance for code optimization and localization text. All AI-assisted assets were pre-generated prior to release, curated, and manually edited by the developer. The game does not feature any live or real-time AI content generation during gameplay.
We use AI for marketing materials, localization and music.
What type of code? Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6. How are you using it? AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications. (AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.)
The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release.
Astral Outpost was built by a solo developer working with AI tools. Some visual assets ( mostly marketing ) including the key art seen on the start screen and store page were created with generative AI and hand-finished. In-game text and its translations were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play: every piece of content in the game is fixed and human-reviewed before it ships.
Background Music. Story Pictures.
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
AI was used to troubleshoot code and to draft isolated sections of the codebase, which I then finalized. All graphics, UI, and music are made without AI. AI was used for initial translation from English into other languages. Many translations were then reviewed and edited by native speakers.
During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements.
Graphics generated by AI.
Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for: • Store assets — capsule, header, and marketing images. • In-game illustrations — chapter cutscene art and non-interactive background/scene imagery. • Achievement icons. All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI. The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service. The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license.
Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay.
90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items.
The image of the players and the images of the cards are made with Generative Artificial Intelligence.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
This game uses generative AI tools during development to assist in creating some 2D textures and 3D models. These AI-generated assets have been manually reviewed, edited, and integrated into the final game build.
The team uses AI to speed up workflows such as coding and other difficult tasks
Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer.
Helped create base assets from generative AI. Base assets are then edited, remixed, reworked or replaced to increase dev speed.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers.
3d Models for Space Ships created with Meshy. cooperation in Thinking, design and balance. C# coding. Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets.
Some pre-rendered assets in this game and on its store page, including artwork, music, and sound effects, were created with the assistance of generative AI tools. All AI-assisted content was directed, reviewed, and edited by the developer. No content is generated by AI during gameplay.
AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay.
AI-assisted art tooling used for promotional graphics only.
Gameplay, visuals, and code were built by hand. Only the bundled soundtrack used AI-assisted music tools, all of which I reviewed. Soundway is made for your own music — the built-in tracks just get you started.
The game's programming uses AI to generate code.
AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime.
This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand.
Some illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game.
The game's graphics and software are powered by artificial intelligence.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cosmic Crossover: Roguelike Basketball In-game content arttextcode | AI was used to create images, text, and algorithms used in the game.
This game was made by a solo-developer with the help of AI. | EJ Applications | - | Jul 29, 2026 | |
Flak Duty In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jul 29, 2026 | |
MASSFALL In-game content audiotext | Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime. | wagyalab | - | Jul 29, 2026 | |
HOLOFLEET In-game content art | The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Null Keeper In-game content artaudiotext | The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Skyliners Store/marketing art | I am not an artist and I don't have money to hire one, so I used Gemini to create the cover art for the game. Sorry about that. | Skeleton Arm Studios | - | Jul 29, 2026 | |
A Sector Darkly Store/marketing art | After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds.
Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image.
This means only the back scape mainly promotional artwork and character backgrounds were generated by AI. | A Paradise Lost Studios | - | Jul 29, 2026 | |
UNLOAD In-game content text | Generative AI was used for localization. | RooTwo | - | Jul 29, 2026 | |
End of War: Global Front Unclear artaudiotext | Assets, Pictures, Sounds, translation | Ironpathgames | - | Jul 29, 2026 | |
Protocol: Assimilation Unclear | AI-assisted game development | Lodi Gaming | - | Jul 29, 2026 | |
CYBERSPIDER VS. HUMANITY In-game content audio | AI tools were used to generate all audio.
All audio has been human reviewed. | Logan Knight | - | Jul 29, 2026 | |
Oreship Stellar Frontier In-game content arttext | Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert. | Tischkanten_Flavor | - | Jul 29, 2026 | |
StarFrame In-game content arttext | Generative AI tools were used to help create some of StarFrame's content: certain promotional artwork on the store page, and some in-game text such as tutorial instructions and item descriptions. These were reviewed, adjusted, and finalized by the development team manually. | StarFrame Development Team | - | Jul 29, 2026 | |
OVERSIGHT: Anomaly In-game content artaudio | The game's concept, worldbuilding, narrative, game design, and art direction were planned and developed directly by the development team.
Generative AI was used as an assistive tool in the production and refinement of pre-generated content, including character and environment imagery, cinematic sequences, anomaly effects, and selected music.
All content, including AI-assisted outputs, was curated, edited, composited, and post-processed by the development team to align with the game's creative intent and quality standards.
The game does not use generative AI at runtime, and no player input or personal data is sent to AI services. | sugarscone | - | Jul 29, 2026 | |
ArtificialOverthrow In-game content art | This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet. | Clearence Rack | - | Jul 29, 2026 | |
Swarmfall In-game content arttextcode | Generative AI tools were used during development to assist in creating visual concept art, UI background textures, and promotional graphics, as well as providing development assistance for code optimization and localization text. All AI-assisted assets were pre-generated prior to release, curated, and manually edited by the developer. The game does not feature any live or real-time AI content generation during gameplay. | grannyForge | - | Jul 28, 2026 | |
Victor Space Program In-game content audiotextart | We use AI for marketing materials, localization and music. | Victor Game Studio | - | Jul 28, 2026 | |
Project MISPLACE Dev only code | What type of code?
Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6.
How are you using it?
AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications.
(AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.) | MelloTodd | - | Jul 28, 2026 | |
ARC-9 In-game content arttext | The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release. | Dynamz Games | - | Jul 27, 2026 | |
Astral Outpost In-game content arttext | Astral Outpost was built by a solo developer working with AI tools. Some visual assets ( mostly marketing ) including the key art seen on the start screen and store page were created with generative AI and hand-finished. In-game text and its translations were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play: every piece of content in the game is fixed and human-reviewed before it ships. | Derek Lawrence | - | Jul 27, 2026 | |
Morpheus In-game content artaudio | Background Music.
Story Pictures. | Rainbow Cat Studio | - | Jul 27, 2026 | |
Rescue Team: Phantom Crisis In-game content art | Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team. | Game Mixer | - | Jul 27, 2026 | |
Incremental Collider In-game content codetext | AI was used to troubleshoot code and to draft isolated sections of the codebase, which I then finalized.
All graphics, UI, and music are made without AI.
AI was used for initial translation from English into other languages. Many translations were then reviewed and edited by native speakers. | Miorama Games | - | Jul 27, 2026 | |
Command-Ω Omega 2 In-game content artcode | During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements. | IMPERIAL DYNAMICS | - | Jul 25, 2026 | |
Space Detective 14 Unclear art | Graphics generated by AI. | Videogame Collective | - | Jul 25, 2026 | |
Shadow Runner In-game content art | Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for:
• Store assets — capsule, header, and marketing images.
• In-game illustrations — chapter cutscene art and non-interactive background/scene imagery.
• Achievement icons.
All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI.
The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service.
The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license. | ArcadeDeck | - | Jul 25, 2026 | |
MAIMCOIL In-game content audioart | Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay. | corewisevideo | - | Jul 25, 2026 | |
Dopamine Eggs In-game content art | 90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items. | Eggys Games | - | Jul 25, 2026 | |
Archomni 2: Mondus Maxima In-game content art | The image of the players and the images of the cards are made with Generative Artificial Intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Jul 25, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
Neon Tyrant In-game content audiotext | AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime. | One Mind Games | - | Jul 25, 2026 | |
泠泠路101:与你相伴的时光 In-game content art | This game uses generative AI tools during development to assist in creating some 2D textures and 3D models. These AI-generated assets have been manually reviewed, edited, and integrated into the final game build. | Zero String Studio | - | Jul 25, 2026 | |
MORS Dev only code | The team uses AI to speed up workflows such as coding and other difficult tasks | Phiality | - | Jul 25, 2026 | |
Portal Time Traveller In-game content art | Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer. | ERY Games | - | Jul 25, 2026 | |
Rollamech In-game content art | Helped create base assets from generative AI.
Base assets are then edited, remixed, reworked or replaced to increase dev speed. | Happy Horns | - | Jul 25, 2026 | |
Strike Wings In-game content art | Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service. | Strike Wings Games | - | Jul 25, 2026 | |
Captain VKing In-game content arttext | Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers. | VKing Games | - | Jul 25, 2026 | |
Black Stars - The M87 Conflict In-game content artcode | 3d Models for Space Ships created with Meshy.
cooperation in Thinking, design and balance.
C# coding.
Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets. | Robin Krause | - | Jul 25, 2026 | |
Billionth Soul In-game content artaudio | Some pre-rendered assets in this game and on its store page, including artwork, music, and sound effects, were created with the assistance of generative AI tools. All AI-assisted content was directed, reviewed, and edited by the developer. No content is generated by AI during gameplay. | Gnomesoft | - | Jul 24, 2026 | |
Wirehawk In-game content audiotext | AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text. | Trax | - | Jul 24, 2026 | |
Voltswarm Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | David Seco | - | Jul 23, 2026 | |
Terrahold In-game content artaudio | Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay. | SMAR Studio | - | Jul 23, 2026 | |
Pappus Store/marketing art | AI-assisted art tooling used for promotional graphics only. | Choost Games | - | Jul 23, 2026 | |
Soundway In-game content audio | Gameplay, visuals, and code were built by hand. Only the bundled soundtrack used AI-assisted music tools, all of which I reviewed. Soundway is made for your own music — the built-in tracks just get you started. | Naughty Horse | - | Jul 23, 2026 | |
缆绳火箭拳 Dev only code | The game's programming uses AI to generate code. | 疯啸丸 | - | Jul 23, 2026 | |
Goldhaven Store/marketing codetextart | AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime. | Emre | - | Jul 23, 2026 | |
Alien Siege: Earth In-game content artaudio | This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand. | Don'tSayGame | - | Jul 23, 2026 | |
Orion-7 In-game content art | Some illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game. | Skybug | - | Jul 23, 2026 | |
Alamet: Interstellar Wars Unclear | The game's graphics and software are powered by artificial intelligence. | ACA Games | - | Jul 23, 2026 | |
Core Crusher In-game content art | Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups. | gubestudios | - | Jul 23, 2026 |