Some visual assets, including certain images and 3D models, were created or assisted using generative AI tools. All assets were reviewed and edited by the developer before being added to the game.
- Creator
- BLOBFISH_GAMES
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,994 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.
Some visual assets, including certain images and 3D models, were created or assisted using generative AI tools. All assets were reviewed and edited by the developer before being added to the game.
Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation. All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team.
We have some assets made with AI that we are still working on replacing. Replacing these is our top priority!
This game includes the use of generative AI tools in the creation of certain visual and audio elements. All content has been curated and integrated by the developer to ensure a cohesive artistic experience.
This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services.
Some pre-rendered 2D monster, card, sprite, icon, and store artwork was created with generative AI tools and then edited and curated by the developer. The game does not use live generative AI during play.
All music was generated by AI. Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel. Ai assisted with some aspects of coding/refactoring/debugging. The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva.
Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay.
Some game’s art and community assets were created with AI tools.
We used AI for translation and coding work. However, all graphic assets were hand-drawn by us!
Generative AI tools were used during parts of the development process for concept exploration, visual reference generation, and early-stage artwork ideation. All final in-game content, gameplay systems, and implementation were reviewed, modified, and integrated by the developer.
A few in game images and the cover were AI generated using Microsoft's Co-Pilot AI. Nothing in game involves AI. The enemy patterns are enemy movement behavior logic like the old days. In time I might make the images myself. This is just saving me a lot of time. I am not a studio, just one dude.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas. As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience. Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me. I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game. Thank you sincerely for your understanding, your interest in the project, and your support of independent game development.
This game uses AI-generated translations for Traditional Chinese, English, and Japanese localizations. Some text has been refined with AI assistance.
Ingame textures and images.
AI-generated translations/proofreading and minor artwork elements
Some vfx sprite sheets and art were generated and then photoshopped and shaders added. I generated some images 100 plus times to make sure the style didn't drift. I photoshopped AI images to get what I wanted. AI generated images were guided by my thoughts the entire time.
A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity. Coding was done from scratch, no AI used in that at all.
AI was used to generate a few minor quest item icons. All other assets, code, and character designs are handcrafted or licensed.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance. The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running. All AI-assisted content is reviewed, edited, and integrated by the developer before release.
Music in the game has been generated using AI tools.
Manga Archive Translator can use local AI translation models to translate text from manga archive files provided by the user. It does not generate original artwork, audio, characters, story content, or executable code.
AI is used to produce the following: - Character sprites / icons - Soundtrack
The game used generative AI to assist with the creation of some of the content, such as art assets, sound, music, etc.
Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation.
Some art assets in the game were created and optimized using AI.
Some visual assets and minor content elements were created with the assistance of AI tools and refined by the developer.
AI is used for backgrounds, textures, and movies.
AI has been used to proofread and improve human-written localization drafts (used in game and on Steam page).
Foundation Typer uses generative AI-assisted artwork, voice, and cinematic media elements for certain visual and promotional content, including portions of trailers, character presentation, and store assets. All gameplay systems, lesson structure, progression design, typing mechanics, interface functionality, and core training content were created and assembled as part of the game's original development.
Only minor voice effects in the game were generated using AI tools. No AI-generated gameplay, narrative, music, or visual content is included.
In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence.
Proofreading in-game description
This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems.
The art and code of this game are fully generated with AI assistance.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
This game does not generate any AI content in real-time. Pre-generated AI images were used during the development process to create some of the design assets both inside the game and on the store page (including the capsule art)
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically: VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content. DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer. No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content.
Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design. Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI.
Coding Supported by anthropic Opus 4.6 & Opus 4.7 Music 13 era-specific tracks generated with Google Lyria · manually curated and mastered Voice (Klammi) Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM Avatars & Images Generated with DALL-E / Google Gemini Image · manually selected and background-removed Mascot Videos (Klammi) Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px Logo & Branding Generated with Google Gemini · background removed with rembg Translation Original content written in german, translated by Claude Sonett 4.6
Some music and illustrations were created using AI. These can be disabled in settings.
・Creation of some image assets ・Localization (translation) of in-game text All AI-generated content has been reviewed and adjusted by the developer before being included in the game.
Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans.
All background music and translation/localization were made using AI.
We used both to create the images on the Steam page, as well as to create the music and sound in the game.
The promotional images on the store page and the music in the game are using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Something on the Floor In-game content art | Some visual assets, including certain images and 3D models, were created or assisted using generative AI tools. All assets were reviewed and edited by the developer before being added to the game. | BLOBFISH_GAMES | - | Jun 3, 2026 | |
DRIFT & GRIP In-game content arttext | Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation.
All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team. | Eclipse Interactive | - | Jun 3, 2026 | |
Chrome Survivor In-game content art | We have some assets made with AI that we are still working on replacing. Replacing these is our top priority! | N3XUS LABS LLC | - | Jun 3, 2026 | |
After All Is Abraded: A Study on Disappearing Completely In-game content artaudio | This game includes the use of generative AI tools in the creation of certain visual and audio elements. All content has been curated and integrated by the developer to ensure a cohesive artistic experience. | younjiku | - | Jun 3, 2026 | |
修仙挂机 In-game content arttextcode | This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services. | 老鱼工作室 | 62 | Jun 3, 2026 | |
Moggmon In-game content art | Some pre-rendered 2D monster, card, sprite, icon, and store artwork was created with generative AI tools and then edited and curated by the developer. The game does not use live generative AI during play. | Aura Industry, Inc | - | Jun 3, 2026 | |
Ore & Ordnance In-game content audioart | All music was generated by AI.
Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel.
Ai assisted with some aspects of coding/refactoring/debugging.
The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva. | Hooley Studios | - | Jun 3, 2026 | |
Fire Fire Royale In-game content art | Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay. | FireFireRoyale Studio | - | Jun 3, 2026 | |
Incremental Quest - Dungeon depths In-game content art | Some game’s art and community assets were created with AI tools. | Rebenke Games Studio | - | Jun 3, 2026 | |
Poping Aquarium In-game content textcode | We used AI for translation and coding work. However, all graphic assets were hand-drawn by us! | BunnyHop | - | Jun 3, 2026 | |
門 GATE In-game content arttext | Generative AI tools were used during parts of the development process for concept exploration, visual reference generation, and early-stage artwork ideation. All final in-game content, gameplay systems, and implementation were reviewed, modified, and integrated by the developer. | OYONE Studio | - | Jun 3, 2026 | |
Star Quest In-game content art | A few in game images and the cover were AI generated using Microsoft's Co-Pilot AI. Nothing in game involves AI. The enemy patterns are enemy movement behavior logic like the old days. In time I might make the images myself. This is just saving me a lot of time. I am not a studio, just one dude. | James Rector | - | Jun 3, 2026 | |
The Cornerman In-game content art | Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game. | APLCN Studios | - | Jun 3, 2026 | |
Totoball 2 In-game content artaudiocode | During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas.
As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience.
Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me.
I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game.
Thank you sincerely for your understanding, your interest in the project, and your support of independent game development. | Artur Rezende | - | Jun 3, 2026 | |
美偶人 In-game content text | This game uses AI-generated translations for Traditional Chinese, English, and Japanese localizations. Some text has been refined with AI assistance. | 智慧娃 | - | Jun 3, 2026 | |
Tales of Tiolis In-game content art | Ingame textures and images. | Omne Lab | - | Jun 3, 2026 | |
Cursed House 16 In-game content textart | AI-generated translations/proofreading and minor artwork elements | LGT SIA | - | Jun 3, 2026 | |
The Last Admiral In-game content art | Some vfx sprite sheets and art were generated and then photoshopped and shaders added. I generated some images 100 plus times to make sure the style didn't drift. I photoshopped AI images to get what I wanted. AI generated images were guided by my thoughts the entire time. | Pizza Pizza Games | - | Jun 3, 2026 | |
Karnage: The Legend Grows In-game content artaudio | A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity.
Coding was done from scratch, no AI used in that at all. | Land's End Games | - | Jun 3, 2026 | |
Crown Of Blight In-game content art | AI was used to generate a few minor quest item icons. All other assets, code, and character designs are handcrafted or licensed. | Nyammkatan | - | Jun 3, 2026 | |
謀聖 In-game content artaudiotext | AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release. | BT Studio | - | Jun 3, 2026 | |
Dungeon Wage In-game content audio | Music in the game has been generated using AI tools. | Interchainly | - | Jun 3, 2026 | |
Manga Archive Translator In-game content text | Manga Archive Translator can use local AI translation models to translate text from manga archive files provided by the user. It does not generate original artwork, audio, characters, story content, or executable code. | lextessera | - | Jun 3, 2026 | |
Final Legal Move In-game content artaudio | AI is used to produce the following:
- Character sprites / icons
- Soundtrack | Nuhmworks | - | Jun 3, 2026 | |
DropCell In-game content artaudio | The game used generative AI to assist with the creation of some of the content, such as art assets, sound, music, etc. | PytraGames | - | Jun 3, 2026 | |
OIL.EXE In-game content arttext | Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation. | Subroutine Gaming | 13 | Jun 3, 2026 | |
Break Point: Brace & Breach In-game content art | Some art assets in the game were created and optimized using AI. | Break Point Stuido | - | Jun 3, 2026 | |
Potato Dominion Clicker In-game content arttext | Some visual assets and minor content elements were created with the assistance of AI tools and refined by the developer. | LoopCraft Games | - | Jun 3, 2026 | |
AM I OK? In-game content art | AI is used for backgrounds, textures, and movies. | namimon | - | Jun 3, 2026 | |
Do Not Press That Button In-game content text | AI has been used to proofread and improve human-written localization drafts (used in game and on Steam page). | Gameji Studio | - | Jun 3, 2026 | |
Foundation Typer In-game content artaudio | Foundation Typer uses generative AI-assisted artwork, voice, and cinematic media elements for certain visual and promotional content, including portions of trailers, character presentation, and store assets. All gameplay systems, lesson structure, progression design, typing mechanics, interface functionality, and core training content were created and assembled as part of the game's original development. | Bladevampirek | - | Jun 3, 2026 | |
Far Away Kingdom In-game content audio | Only minor voice effects in the game were generated using AI tools. No AI-generated gameplay, narrative, music, or visual content is included. | The Other Guy Studio | - | Jun 3, 2026 | |
Astro beasts In-game content codeart | In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence. | Well-fed dogs | - | Jun 3, 2026 | |
Cultist In-game content text | Proofreading in-game description | Stagman | - | Jun 3, 2026 | |
Ballad of the Magic Wand In-game content artaudio | This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems. | COTAKJI GAMES | - | Jun 3, 2026 | |
文明幸存者 In-game content artcode | The art and code of this game are fully generated with AI assistance. | 缘码游戏工作室 | 10 | Jun 3, 2026 | |
The Lumberjack's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | 46 | Jun 3, 2026 | |
[Room Escape] April First In-game content art | This game does not generate any AI content in real-time. Pre-generated AI images were used during the development process to create some of the design assets both inside the game and on the store page (including the capsule art) | OG-SOFT | - | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Code Blue Idle In-game content textaudio | Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically:
VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content.
DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer.
No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content. | Sulcus Games | - | Jun 3, 2026 | |
Hold'em Fold'em Poker In-game content artcode | Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design.
Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines. | Longdog Games | - | Jun 3, 2026 | |
Far Mining In-game content text | The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans. | LostVolBytes | 138 | Jun 3, 2026 | |
MEMORY DEALER In-game content text | All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI. | interactgamestudio | - | Jun 3, 2026 | |
Pitch & Pixel In-game content codeaudioarttext | Coding
Supported by anthropic Opus 4.6 & Opus 4.7
Music
13 era-specific tracks generated with Google Lyria · manually curated and mastered
Voice (Klammi)
Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM
Avatars & Images
Generated with DALL-E / Google Gemini Image · manually selected and background-removed
Mascot Videos (Klammi)
Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px
Logo & Branding
Generated with Google Gemini · background removed with rembg
Translation
Original content written in german, translated by Claude Sonett 4.6 | Robert Kolloch | - | Jun 3, 2026 | |
Little Elementals In-game content audioart | Some music and illustrations were created using AI.
These can be disabled in settings. | Hwidely Studio | - | Jun 3, 2026 | |
Just Bouncing In-game content arttext | ・Creation of some image assets
・Localization (translation) of in-game text
All AI-generated content has been reviewed and adjusted by the developer before being included in the game. | tatsumaki games | - | Jun 3, 2026 | |
银发冒险家 Old But Gold In-game content art | Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans. | 橘子皮 | - | Jun 3, 2026 | |
Mighty X Arms In-game content audiotext | All background music and translation/localization were made using AI. | Stale Boi | - | Jun 3, 2026 | |
Breeze Of Adventure In-game content artaudio | We used both to create the images on the Steam page, as well as to create the music and sound in the game. | Carpe Diem Studio | - | Jun 3, 2026 | |
ChickenPlaguePolice In-game content artaudio | The promotional images on the store page and the music in the game are using AI. | 鸡你太美 | - | Jun 3, 2026 |