Programming with AI. For the art assets, the demo currently uses AI-generated art assets, which will be gradually replaced with artwork created by professional artists before the game’s release.
- Creator
- RingoCat
- Reviews
- -
- Added
- Sep 24, 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.
Programming with AI. For the art assets, the demo currently uses AI-generated art assets, which will be gradually replaced with artwork created by professional artists before the game’s release.
We are use only for the logo and some imagages
Generative AI tools were used during development to assist with character artwork, educational text, translations, musical compositions, and store and marketing materials. This content was prepared during development. The game does not use generative AI during gameplay or connect to external AI services.
Soundtrack and Sound Effects
Generative AI was used during development to assist with some images, translations, and background music.
AI tools were used to assist in creating some visual assets and sound effects for this game.
The partial assets of our store page are optimized with AI technology.
TTS/AI voice lines, along with some images and models.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
This game is developed with AI assistance
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans: Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led. 3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us. Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game. Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
The character portraits and in-game UI graphics in this game were generated with the assistance of AI tools
This game does not generate any content with AI during play. During development, generative AI tools were used under human direction to help create some player-facing content: - Store and marketing artwork (capsule images and similar key art). Outputs were prompted, selected, cropped, and edited by the developer to match the game’s clay board look. - Some written text, including light in-game story dialogue and store-page copy. All text was reviewed and edited before shipping. The playable game itself is a hand-authored, turn-based puzzle: boards, rules, 3D presentation, and sound effects are implemented in code (Three.js meshes and materials; synthesized SFX). Puzzle layouts are designed and verified with a traditional search solver, not a generative model. No third-party likenesses, copyrighted characters, or illegal content are used. All AI-assisted output is reviewed before it appears on the store page or in the game.
本作では、一部のゲーム内アートワーク、アニメーション用素材、音楽などの制作に生成AIツールを使用しています。生成された素材は開発者が選定・編集・調整し、ゲーム内で使用しています。ゲームプレイ中にAIによるコンテンツ生成は行われません。
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer: - Source code: partially AI-generated, reviewed and tested by the developer. - Store artwork (capsule images and promotional art): AI-generated. - Character portraits (captains): AI-generated. - Store page copy: drafted with AI assistance, then edited and approved by the developer. The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some background images created with AI
The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service.
The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation.
Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play.
All code, images, sounds, songs, and writing were AI generated.
Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer.
Multilingual translation.
Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay.
Assets in Graphical Assets, including Store assets and Library assets, are used AI to design.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
AI was used in the creation of the game logic and for 3D model design.
We used Generative AI for UI Elements in the Game UI. Until they get reworked by an Artist.
very limited amount of ui elements was generated by ai
Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed.
This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay.
The game used generative AI for coding, and the machine translation of the game into languages other than English.
We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.
As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design.
Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets.
Some pre-rendered visual and audio assets were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and finalized by the developer before shipping. The game does not use AI to generate content during gameplay.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets.
Generative AI was used in a limited and disclosed way while making this game. Artwork: the logo and wordmark were created with the help of a generative AI image tool, then edited, recoloured and assembled by hand into the store and library artwork you see here. Text: parts of this store page description were drafted with AI assistance and edited before publication. Nothing in the game itself is generated by AI. The match engine, the simulation, the player and club database, the match commentary and every other piece of in-game text are hand-built and hand-written. The game does not call any AI service, and no content is generated while you play.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
AI tools were used in the creation of some sounds and graphics.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Some art assets are generated by AI and then manually optimized and adjusted.
I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
AI used for productivity assistance and maintenance of the code base.
Some visual assets were initially created with the help of AI tools and manually reworked
Voice lines and sound effects were produced with AI voice synthesis (ElevenLabs) during development. Some character portraits and UI/VFX textures were created with AI-assisted tools. All assets were reviewed, edited and integrated by the developer. No generative AI runs at runtime — the game ships only pre-generated, fixed assets.
To make the game accessible to more players, AI has been used to translate some in-game text to other languages.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Green Again! In-game content art | Programming with AI.
For the art assets, the demo currently uses AI-generated art assets, which will be gradually replaced with artwork created by professional artists before the game’s release. | RingoCat | - | Sep 24, 2026 | |
Server Empire | We are use only for the logo and some imagages | HypeDevelopments | - | Sep 24, 2026 | |
Market Resolve: Trading Survival In-game content arttextaudio | Generative AI tools were used during development to assist with character artwork, educational text, translations, musical compositions, and store and marketing materials. This content was prepared during development. The game does not use generative AI during gameplay or connect to external AI services. | Galumi Studio | - | Sep 24, 2026 | |
Avocado Survivor Unclear audio | Soundtrack and Sound Effects | Team Avo | - | Sep 24, 2026 | |
CHEST UP DEFENSE In-game content arttextaudio | Generative AI was used during development to assist with some images, translations, and background music. | K-Cookie Games | - | Sep 24, 2026 | |
The Hero's Last Stand In-game content artaudio | AI tools were used to assist in creating some visual assets and sound effects for this game. | WolfSword Studio | - | Sep 24, 2026 | |
龙之传奇 Store/marketing art | The partial assets of our store page are optimized with AI technology. | 龙之传奇 | - | Sep 24, 2026 | |
MEMEDASH In-game content audioart | TTS/AI voice lines, along with some images and models. | NoEscape Studios | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Anshi Unclear | This game is developed with AI assistance | xchongsu | - | Sep 24, 2026 | |
Eclipsis Online In-game content artaudiocode | We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made. | Eclipsis | - | Sep 24, 2026 | |
Pintsized Platoon In-game content art | I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it. | Unhinged Interactive | - | Sep 24, 2026 | |
三國天命 In-game content art | The character portraits and in-game UI graphics in this game were generated with the assistance of AI tools | Guangpop Studio | - | Sep 24, 2026 | |
Shunt In-game content arttext | This game does not generate any content with AI during play.
During development, generative AI tools were used under human direction to help create some player-facing content:
- Store and marketing artwork (capsule images and similar key art). Outputs were prompted, selected, cropped, and edited by the developer to match the game’s clay board look.
- Some written text, including light in-game story dialogue and store-page copy. All text was reviewed and edited before shipping.
The playable game itself is a hand-authored, turn-based puzzle: boards, rules, 3D presentation, and sound effects are implemented in code (Three.js meshes and materials; synthesized SFX). Puzzle layouts are designed and verified with a traditional search solver, not a generative model.
No third-party likenesses, copyrighted characters, or illegal content are used. All AI-assisted output is reviewed before it appears on the store page or in the game. | Rudrac Games | - | Sep 24, 2026 | |
デブスパイア In-game content artaudio | 本作では、一部のゲーム内アートワーク、アニメーション用素材、音楽などの制作に生成AIツールを使用しています。生成された素材は開発者が選定・編集・調整し、ゲーム内で使用しています。ゲームプレイ中にAIによるコンテンツ生成は行われません。 | STUDIO DAX | - | Sep 24, 2026 | |
Astrovein In-game content arttextcode | Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running. | Yukn Games | - | Sep 24, 2026 | |
Draft Day Sports: Pro Basketball 27 In-game content art | Some background images created with AI | Wolverine Studios | - | Sep 24, 2026 | |
Dark Dice Dungeon In-game content artaudiotext | The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service. | Lolo's Game Studio | - | Sep 24, 2026 | |
TCG Football Card Shop Simulator - Prologue Store/marketing art | The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation. | Tueron Games | - | Sep 24, 2026 | |
Just Spades Store/marketing art | Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play. | Reckless Software | - | Sep 24, 2026 | |
The Way: The Beloved's Testimony In-game content artaudiotextcode | All code, images, sounds, songs, and writing were AI generated. | El Camino Games | - | Sep 24, 2026 | |
侠之小者 In-game content artaudio | Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer. | Weiming Studio | - | Sep 24, 2026 | |
Temporal Minesweeper In-game content text | Multilingual translation. | Deee Studio | - | Sep 24, 2026 | |
The Last Cup of Chai Store/marketing art | Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay. | NexTribe Studios | - | Sep 24, 2026 | |
Your City Coming Store/marketing art | Assets in Graphical Assets, including Store assets and Library assets, are used AI to design. | Alright Peaches Studio | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
Random & Unfair Battlefields In-game content artcode | AI was used in the creation of the game logic and for 3D model design. | Casual Games | - | Sep 24, 2026 | |
Mud, Mortars & Zombies In-game content art | We used Generative AI for UI Elements in the Game UI. Until they get reworked by an Artist. | Rift Interactive | - | Sep 24, 2026 | |
Fertile Crescent | very limited amount of ui elements was generated by ai | gold_iron_and_salt | - | Sep 24, 2026 | |
回到风吹过的地方 In-game content artaudio | Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed. | 大吃一斤汉堡团队 | - | Sep 24, 2026 | |
阵前·三国 In-game content art | This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay. | 阵前游戏 | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 | |
GroundInFlames Dev only art | We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work. | VasyliyBritva | - | Sep 24, 2026 | |
KIBA - Kittys Idle Brick Arena In-game content art | As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design. | Kitty Games | - | Sep 24, 2026 | |
Warlords In-game content artcode | Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets. | Howlerz Games | - | Sep 24, 2026 | |
Homegrown: Sports Agent Empire In-game content artaudio | Some pre-rendered visual and audio assets were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and finalized by the developer before shipping. The game does not use AI to generate content during gameplay. | SL_RS | - | Sep 24, 2026 | |
迷你文明 In-game content text | Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen. | yyyz26 | - | Sep 24, 2026 | |
Rock Market In-game content artcode | AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets. | SpaceeSapling | - | Sep 24, 2026 | |
Rugby Head Coach Store/marketing arttext | Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play. | Openside Games | - | Sep 24, 2026 | |
Human Error In-game content artcode | AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands. | BefuddleBug | - | Sep 24, 2026 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | Sep 24, 2026 | |
Asteroid OnSlaught In-game content artcode | Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance. | Crazy Retro Games | - | Sep 24, 2026 | |
方块战场 Block Battlefield In-game content art | Some art assets are generated by AI and then manually optimized and adjusted. | 棱镜工作室 | - | Sep 24, 2026 | |
Doctor Moore's World of Creatures In-game content artaudio | I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated. | Alan T Moore | - | Sep 24, 2026 | |
Touhou Gensokyo Defense Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | Erosion | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Merge Command In-game content art | Some visual assets were initially created with the help of AI tools and manually reworked | Dudindie | - | Sep 24, 2026 | |
TASK: GOLIATH — The Last Organics In-game content audioart | Voice lines and sound effects were produced with AI voice synthesis
(ElevenLabs) during development. Some character portraits and UI/VFX
textures were created with AI-assisted tools. All assets were reviewed,
edited and integrated by the developer.
No generative AI runs at runtime — the game ships only pre-generated,
fixed assets. | Taskoft | - | Sep 24, 2026 | |
Nib’s Signal In-game content text | To make the game accessible to more players, AI has been used to translate some in-game text to other languages. | Arthuristry | - | Sep 24, 2026 | |
Corpo Dog In-game content art | Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world. | Und3rDawg Studio | - | Sep 24, 2026 |