Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
- Creator
- Cankivanc Yigit
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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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Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
AI was only used to produce some visuals in the game.
We use AI to voice game characters.
To restyle ingame screenshots, sort of like a filter on the image guide I create.
whenever I write code, I ask Ai to polish my code, because my code is not that clean. for some of the art, I draw rough sketches and ask ai to make a more appealing version of it
As a solo dev, I use AI to generate store contents and backgrounds for the game
Some of the photos used in the game play have been added by AI generation.
Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI.
The match in the tutorial is an AI-controlled game.
Artificial intelligence was used in the game’s capsule image.
Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI.
The game's background music lyrics were sung by an AI model.
One song
Some marketing assets and a few 3D models were created with AI assistance, some sprites were created with AI, while all core gameplay, design, and creative direction were developed by the team.
We used AI image-generation tools when creating some in-game images.
During the development of our game, we utilized generative AI to create the main background image used in the game scene.
Artificial intelligence was used only for generating promotional and cover images. No AI systems are used in gameplay, story, or player interactions.
The capsule logo and lots of code were generated with AI.
AI generates text during party gameplay: creating fake answers that mimic player styles in Two Truths & AI, describing player drawings in AI Telephone, analyzing photos into percentage breakdowns in AI See It, and delivering verdict explanations in Judge, Jury & AI. All AI text generation happens locally on the host computer in response to player inputs during local multiplayer sessions. AI is also used for narration.
・AI image generation is used for some of the illustrations in the game.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
We are an independent game studio. In this title, every keyframe composition, concept art, and storyboard originates from the original designs of our human artists. Our vision is for players to also take part in the creation of in-game content. To bring the "Player-Customized Spell Visuals" feature to life in future updates, we have experimentally introduced AI as an auxiliary tool during the rendering stage of combat visual effects. Rest assured, we invest an average of over 120 hours of hand-drawn work and refinement for every minute of combat footage, ensuring the most striking visual impact. All art assets in the game are fully copyrighted, comply with applicable laws and regulations, and represent the dedication of our team. Thank you for supporting independent developers!
This game uses AI-generated graphics.
Used AI to generate the graphic assets for the store page.
Occasional use for marketing materials and promotional images.
Some icons and visual elements used in promotional materials and on the store page were created with the help of artificial intelligence tools, with the aim of complementing the visual identity of the collection. The game content itself does not use AI.
Used to generate assets for marketing material.
Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the voice-over lines used in the game. All AI-generated audio is pre-recorded during development, not generated live while the game is running, and every line is reviewed and approved by the developer. The game does not allow users to create their own AI-generated content.
In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player
Images generated using generative AI are used in the game and on the store page.
The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core.
Product contains AI generated images/placeholder elements used in interface and background assets.
We use AI tools to generate some images used in the game and to assist with generating source code.
We used AI in certain parts of the process when creating the capsule images on our game’s store page.
In the development of the game, generative AI models were employed for the following purposes: Generating reference imagery and concept sketches for 3D character and environment designs Producing prototype visuals for certain user-interface (UI) elements Facilitating rapid, consistent translation of in-game text for multilingual support All AI-generated assets were rigorously reviewed by our team to ensure originality and meet quality standards; manual refinements were applied where necessary. No real-time content generation, gameplay logic, or code creation relies on AI during runtime.
The game's store visuals were created with the help of artificial intelligence. The game's environment and characters were provided to the AI as references, and the AI generated the necessary capsule images accordingly.
AI was used for making game main theme musics
This game uses generative AI to create certain assets, including character voice lines, some in-game items, and illustrations on the store page.
Some store artwork (such as capsule images and promotional banners) was created using AI tools and manually edited. The game content itself does not use AI-generated assets.
Our campaigns are hand-written by real creators and authors. We use a local AI to draw on this source material and adapt it to the actions you and other players take. AI will fill in blanks where they exist and generate new material, but the prompt data is still drawn from our own created sources.
I've only used generative AI to create a few decorative paintings that appear in the game environment. No character models, UI elements, or gameplay-related assets were generated with AI. I'm a solo developer without an art background, and I used AI just to fill in some gaps during development. In the future, I plan to work with professional artists to replace or enhance these assets.
Some visuals were generated, then refined and customized to fit the game’s style and atmosphere.
AI is used to generate questions. Some animations were done using AI.
Music is generated by AI
Artificial intelligence has only been used in marketing visuals.
“Some promotional artwork was AI-assisted and human-edited. No AI is used in gameplay — all in-game content is handcrafted by our team.”
Some images or sound effects are generated by AI.
We’re just a small team of broke developers using AI to help us code
The small icons in the store page descriptions were generated by artificial intelligence.
AI-generated UI/UX 2D content, game background music
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PUNCH ARENA In-game content art | Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team. | Cankivanc Yigit | - | Mar 18, 2026 | |
G.A.M.M.A. In-game content art | AI was only used to produce some visuals in the game. | Bugs&Features Studio | - | Mar 18, 2026 | |
Online: 404 In-game content audio | We use AI to voice game characters. | Cornfield Games | - | Mar 18, 2026 | |
CardBoard Unclear art | To restyle ingame screenshots, sort of like a filter on the image guide I create. | Wooden Barrel Games LLC | - | Mar 18, 2026 | |
Bucket Tag Dev only codeart | whenever I write code, I ask Ai to polish my code, because my code is not that clean.
for some of the art, I draw rough sketches and ask ai to make a more appealing version of it | Game Alchemy Studio | - | Mar 18, 2026 | |
Y.E.L.L. Store/marketing art | As a solo dev, I use AI to generate store contents and backgrounds for the game | Y.E.L.L. Crew | - | Mar 18, 2026 | |
MMM In-game content art | Some of the photos used in the game play have been added by AI generation. | 4S Games | - | Mar 18, 2026 | |
Let Me Catch You In-game content art | Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI. | Aconite Games | - | Mar 18, 2026 | |
三国:百将牌 Live AI | The match in the tutorial is an AI-controlled game. | 七星工作室 | 239 | Mar 18, 2026 | |
Silivri In-game content art | Artificial intelligence was used in the game’s capsule image. | GalaxyVerse | 55 | Mar 18, 2026 | |
Pigmarines In-game content audio | Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI. | NOOPE | - | Mar 18, 2026 | |
Do It Together In-game content audio | The game's background music lyrics were sung by an AI model. | SeolJinSeok | - | Mar 18, 2026 | |
100 ROOMS Unclear audio | One song | LabDev | - | Mar 18, 2026 | |
Traitor's Kitchen In-game content art | Some marketing assets and a few 3D models were created with AI assistance, some sprites were created with AI, while all core gameplay, design, and creative direction were developed by the team. | Ambar Games | - | Mar 18, 2026 | |
Cops&Crooks In-game content art | We used AI image-generation tools when creating some in-game images. | OOPS.k | - | Mar 18, 2026 | |
Spot The Word In-game content art | During the development of our game, we utilized generative AI to create the main background image used in the game scene. | Enseke | - | Mar 18, 2026 | |
Debuff Party Store/marketing art | Artificial intelligence was used only for generating promotional and cover images. No AI systems are used in gameplay, story, or player interactions. | GamesMrkt | - | Mar 18, 2026 | |
Beetle Battle Bros Store/marketing artcode | The capsule logo and lots of code were generated with AI. | Zoidburgh | - | Mar 18, 2026 | |
Jabby Games Pack 1 Live AI text | AI generates text during party gameplay: creating fake answers that mimic player styles in Two Truths & AI, describing player drawings in AI Telephone, analyzing photos into percentage breakdowns in AI See It, and delivering verdict explanations in Judge, Jury & AI. All AI text generation happens locally on the host computer in response to player inputs during local multiplayer sessions. AI is also used for narration. | - | - | Mar 18, 2026 | |
WOLF-FLOW In-game content art | ・AI image generation is used for some of the illustrations in the game. | BLANC BLUE FZCO | - | Mar 18, 2026 | |
Hot Meals Fast Wheels In-game content artaudio | We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards. | Misket Games | - | Mar 18, 2026 | |
Chant Wizard In-game content art | We are an independent game studio. In this title, every keyframe composition, concept art, and storyboard originates from the original designs of our human artists. Our vision is for players to also take part in the creation of in-game content. To bring the "Player-Customized Spell Visuals" feature to life in future updates, we have experimentally introduced AI as an auxiliary tool during the rendering stage of combat visual effects. Rest assured, we invest an average of over 120 hours of hand-drawn work and refinement for every minute of combat footage, ensuring the most striking visual impact. All art assets in the game are fully copyrighted, comply with applicable laws and regulations, and represent the dedication of our team. Thank you for supporting independent developers! | Spiritx2 Studio | - | Mar 18, 2026 | |
Corona Bar In-game content art | This game uses AI-generated graphics. | Syrac88 | - | Mar 18, 2026 | |
Deckaroo Store/marketing art | Used AI to generate the graphic assets for the store page. | rr95studio | - | Mar 18, 2026 | |
Pool Blitz Store/marketing art | Occasional use for marketing materials and promotional images. | CherryPop Games | 79 | Mar 18, 2026 | |
Street Racer Collection (QUByte Classics) In-game content art | Some icons and visual elements used in promotional materials and on the store page were created with the help of artificial intelligence tools, with the aim of complementing the visual identity of the collection. The game content itself does not use AI. | QUByte Interactive | - | Mar 18, 2026 | |
CRACKED Store/marketing art | Used to generate assets for marketing material. | PurrNet | 259 | Mar 18, 2026 | |
That Game? audio | Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the
voice-over lines used in the game. All AI-generated audio is pre-recorded during
development, not generated live while the game is running, and every line is
reviewed and approved by the developer. The game does not allow users to create
their own AI-generated content. | NineHold | - | Mar 18, 2026 | |
Banana of Doom Live AI text | In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player | Playroom | - | Mar 18, 2026 | |
Fluffy Chef In-game content art | Images generated using generative AI are used in the game and on the store page. | Luditown | - | Mar 18, 2026 | |
Synergy Strike In-game content artaudiocode | The developer of Synergy Strike used AI-assisted tools as part of a solo development workflow. Audio, visuals, and code assistance were crafted using a curated set of generative tools all directed, reviewed, and shaped by a single human creator. Synergy Strike is handmade at its core. | strangeboltz | - | Mar 18, 2026 | |
Dice Saga In-game content art | Product contains AI generated images/placeholder elements used in interface and background assets. | Ypsilon | - | Mar 18, 2026 | |
ANT WORK In-game content artcode | We use AI tools to generate some images used in the game and to assist with generating source code. | taishol | - | Mar 18, 2026 | |
Kraken's Bar Store/marketing art | We used AI in certain parts of the process when creating the capsule images on our game’s store page. | Playactive Games | - | Mar 18, 2026 | |
Principal Panic In-game content arttext | In the development of the game, generative AI models were employed for the following purposes:
Generating reference imagery and concept sketches for 3D character and environment designs
Producing prototype visuals for certain user-interface (UI) elements
Facilitating rapid, consistent translation of in-game text for multilingual support
All AI-generated assets were rigorously reviewed by our team to ensure originality and meet quality standards; manual refinements were applied where necessary. No real-time content generation, gameplay logic, or code creation relies on AI during runtime. | Magenta Games | - | Mar 18, 2026 | |
Pair Panic: Rematch Store/marketing art | The game's store visuals were created with the help of artificial intelligence. The game's environment and characters were provided to the AI as references, and the AI generated the necessary capsule images accordingly. | The Fun | - | Mar 18, 2026 | |
Chicken Jump, Puppy Jump In-game content audio | AI was used for making game main theme musics | All In Studio | - | Mar 18, 2026 | |
PULL Panic : New PartyGame In-game content audioart | This game uses generative AI to create certain assets, including character voice lines, some in-game items, and illustrations on the store page. | Mihaya | - | Mar 18, 2026 | |
Dhadoom! Store/marketing art | Some store artwork (such as capsule images and promotional banners) was created using AI tools and manually edited. The game content itself does not use AI-generated assets. | Ravi Gyani | - | Mar 18, 2026 | |
DungeonBox Live AI text | Our campaigns are hand-written by real creators and authors. We use a local AI to draw on this source material and adapt it to the actions you and other players take. AI will fill in blanks where they exist and generate new material, but the prompt data is still drawn from our own created sources. | Foxtail Games LLC | - | Mar 18, 2026 | |
Church Crew In-game content art | I've only used generative AI to create a few decorative paintings that appear in the game environment.
No character models, UI elements, or gameplay-related assets were generated with AI.
I'm a solo developer without an art background, and I used AI just to fill in some gaps during development.
In the future, I plan to work with professional artists to replace or enhance these assets. | Batuhan YILDIRIM | - | Mar 18, 2026 | |
Off the Beaten Track In-game content art | Some visuals were generated, then refined and customized to fit the game’s style and atmosphere. | Blackroot Studios | 13 | Mar 18, 2026 | |
Magic Quiz In-game content textart | AI is used to generate questions. Some animations were done using AI. | Studija 3 | - | Mar 18, 2026 | |
Bullet Ouroboros In-game content audio | Music is generated by AI | BlunderbussPowerStudio | - | Mar 18, 2026 | |
Moonvile In-game content art | Artificial intelligence has only been used in marketing visuals. | Moonreach | - | Mar 18, 2026 | |
MadFall Store/marketing art | “Some promotional artwork was AI-assisted and human-edited. No AI is used in gameplay — all in-game content is handcrafted by our team.” | ALDOR GAMES | - | Mar 18, 2026 | |
FallingBattle In-game content artaudio | Some images or sound effects are generated by AI. | syhdaniel | - | Mar 18, 2026 | |
Breaking Deck Dev only code | We’re just a small team of broke developers using AI to help us code | Wayanjo | - | Mar 18, 2026 | |
捣蛋蛙(Croak Squad) In-game content art | The small icons in the store page descriptions were generated by artificial intelligence. | BonkersLab | 155 | Mar 18, 2026 | |
Project Mayhem In-game content artaudio | AI-generated UI/UX 2D content, game background music | Total Mayhem Studio | - | Mar 18, 2026 |