Some of the game's art assets were generated using AI.
- Creator
- wyGame
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,999 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 of the game's art assets were generated using AI.
During the development of this game, generative AI is used as a supporting tool for parts of the Japanese / English translation drafts. Final wording is reviewed and adjusted internally before being adopted.
Game uses AI generated art and music.
TRO is watching...
This game is a detective adventure in which the player investigates a murder in a small town. An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects. The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation. All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content.
This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer.
The main theme song for Escape From Planet Pan features lyrics by Nob Studio and was composed using Suno AI. All other assets were created traditionally.
Some images were designed with AI assistance. (AI was not used during the initial store review, and we adopted it for design support later.)
TRANSLATIONS in store page and in-game have been generated with artificial intelligence. These translations are FULLY OPTIONAL to use and you can experience the full game without any artificial intelligence by playing in the English language. I wanted to give people the possibility to experience the game in their native language, which is why this decision was made.
AI was used to generate 2D character portraits, icons, part of the music, sound effects, item descriptions text, and localization.
Some voice overs or 2d artwork has been generated with the assistance of AI.
Images displayed in the Steam library uses AI generated images.
Some Steam community assets were created or refined with the assistance of generative AI.
AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game.
Generative AI was used to bake NPC clothing.
Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team.
We use generative AI in a limited capacity for certain visual and written content. Generative AI may be used for: - Marketing materials, including promotional artwork, trailer graphics, and store page content. - Loading screen images and decorative in-game poster artwork. - Assistance with some written text, such as tutorials and informational content. Generative AI is not used for: - Live content generation during gameplay. - Gameplay screenshots shown on the Steam store page. - Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems. - Player-generated content.
This game is the handcrafted work of developer duo. During the development process, generative tools were used as supportive instruments within the creative workflow. The final game experience fully reflects the developer’s original creative vision and craftsmanship.
Some of the music in BomBom Saga is AI-Assisted. This means that the original composition — the soul of the track, the rhythm, lyrics, and beatbox — was 100% created by me.After creation, I used an AI music editing tool (fully licensed for commercial use) strictly to polish, enhance, and refine the instruments. The AI acted merely as a finalization tool, not a creator. No purely AI-generated content is present in the game. Furthermore, I conducted exhaustive copyright checks over several days to guarantee that all tracks are completely safe and free of any infringements.
Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime — every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
The game is mostly made by hand, ai was used for this things: 1) Translations 2) A couple of sprites and scripts 3) Composition of promo banners
Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
The music was generated by AI and can be turned off.
This game was developed with the assistance of AI-based tools for programming support, debugging, and general development assistance. All content, gameplay design, and final implementation were reviewed and integrated by the developer.
The game to contain art assets generated by artificial intelligence
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
Used for steam visuals.
Used for Steam visuals.
Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer.
AI is used to speed up the prototyping process. All final content is being made manually.
As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game.
Generative AI technology was used in the creation of some illustrations and assets within the game.
Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us.
Art Resource
This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer.
Some UI elements and musical accompaniment were generated by neural networks.
I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words. What's AI-generated: • Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me • Music — generated with AI audio tools, curated and selected by me • Some flavor text and descriptive copy — drafted with AI assistance, edited by me What's not AI: • The game itself — every system, mechanic, balance number, character design, and core decision is mine • The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built • The code — written by me with the help of AI assistants the same way any modern developer uses them No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped.
AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used.
Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools.
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
I have used AI Image generation for Illustration and Icons.
There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation. Several other uses are planned, including localization. AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date.
Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pipe Plumber’s Place In-game content art | Some of the game's art assets were generated using AI. | wyGame | - | Jun 3, 2026 | |
Reversible Routing+ In-game content text | During the development of this game, generative AI is used as a supporting tool for parts of the Japanese / English translation drafts. Final wording is reviewed and adjusted internally before being adopted. | Mage Flower Games | - | Jun 3, 2026 | |
Stella: into the Shadow In-game content artaudio | Game uses AI generated art and music. | Shadow games | - | Jun 3, 2026 | |
Chesstro Unclear | TRO is watching... | RoguePawn Studio | - | Jun 3, 2026 | |
Bear Murderer Live AI text | This game is a detective adventure in which the player investigates a murder in a small town.
An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects.
The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation.
All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content. | Joie | - | Jun 3, 2026 | |
蒼穹のダンジョン 忍び返しの霊峰 In-game content text | This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer. | KAZUNAO Game Studio | - | Jun 3, 2026 | |
Escape from Planet Pan: Scam Center In-game content audio | The main theme song for Escape From Planet Pan features lyrics by Nob Studio and was composed using Suno AI.
All other assets were created traditionally. | nob studio | - | Jun 3, 2026 | |
修仙法则 Store/marketing art | Some images were designed with AI assistance. (AI was not used during the initial store review, and we adopted it for design support later.) | NewSmile Games | - | Jun 3, 2026 | |
Ogre Chambers 2222 In-game content text | TRANSLATIONS in store page and in-game have been generated with artificial intelligence. These translations are FULLY OPTIONAL to use and you can experience the full game without any artificial intelligence by playing in the English language. I wanted to give people the possibility to experience the game in their native language, which is why this decision was made. | ANTENNA GAMES | 242 | Jun 3, 2026 | |
Amaranth Source Online In-game content artaudiotext | AI was used to generate 2D character portraits, icons, part of the music, sound effects, item descriptions text, and localization. | Qaranzo Games | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Skybound Store/marketing art | Images displayed in the Steam library uses AI generated images. | Astralium Games | - | Jun 3, 2026 | |
Coffee Please Store/marketing art | Some Steam community assets were created or refined with the assistance of generative AI. | Nepix | 81 | Jun 3, 2026 | |
ENDLESS SIGNAL In-game content textartcode | AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game. | gamugamugames | - | Jun 3, 2026 | |
Gun Shop 3 In-game content art | Generative AI was used to bake NPC clothing. | Mall Ninja Studio, LLC | - | Jun 3, 2026 | |
Tiny Fishing Club In-game content audioart | Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team. | GoldWorks | - | Jun 3, 2026 | |
Bump In-game content arttext | We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content. | TwinBrains Studio | 14 | Jun 3, 2026 | |
Slay Goblins Dev only | This game is the handcrafted work of developer duo. During the development process, generative tools were used as supportive instruments within the creative workflow. The final game experience fully reflects the developer’s original creative vision and craftsmanship. | Ivy Juice Games | - | Jun 3, 2026 | |
BomBom Saga In-game content audio | Some of the music in BomBom Saga is AI-Assisted. This means that the original composition — the soul of the track, the rhythm, lyrics, and beatbox — was 100% created by me.After creation, I used an AI music editing tool (fully licensed for commercial use) strictly to polish, enhance, and refine the instruments. The AI acted merely as a finalization tool, not a creator. No purely AI-generated content is present in the game. Furthermore, I conducted exhaustive copyright checks over several days to guarantee that all tracks are completely safe and free of any infringements. | Dieggo Masamune | - | Jun 3, 2026 | |
Peg Cascade Store/marketing art | Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay. | Starfuel Interactive | - | May 23, 2026 | |
Shadow Gates In-game content artcode | This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay. | Facundo Morelli | - | May 23, 2026 | |
Arrownomics In-game content textartcode | The game is mostly made by hand, ai was used for this things:
1) Translations
2) A couple of sprites and scripts
3) Composition of promo banners | 717 pixels | - | May 23, 2026 | |
SIGNAL PIT In-game content artcode | Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer. | Chooon | - | May 23, 2026 | |
Dyno Burst: Bubble Shooter Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | May 23, 2026 | |
Rabbit Claw Party In-game content textart | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game. | ZT-Studio | - | May 23, 2026 | |
Colorace In-game content audio | The music was generated by AI and can be turned off. | Fenigem | - | May 23, 2026 | |
Liminal 98 Dev only code | This game was developed with the assistance of AI-based tools for programming support, debugging, and general development assistance. All content, gameplay design, and final implementation were reviewed and integrated by the developer. | BloodHound Studio | - | May 23, 2026 | |
OH NO, NOT ANOTHER L In-game content art | The game to contain art assets generated by artificial intelligence | LDev | 12 | May 23, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Casino Empire Together Store/marketing art | Used for steam visuals. | cnsgames | 33 | May 23, 2026 | |
Hunt Asylum Together Store/marketing art | Used for Steam visuals. | cnsgames | 11 | May 23, 2026 | |
Tower & Invasion Dev only code | Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer. | KingDara Studio | - | May 23, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Dungeon Dash: Relic Of Binding In-game content art | As a solo developer, I used every tool available to bring Dungeon Dash to life. The game design, mechanics, storyline, and level designs are entirely original, conceived long before AI tools entered the picture. The artwork combines hand drawn, stock, and AI generated assets, all of which have been further modified and animated by hand to fit the vision of the game. | Jeff Anderson | - | May 23, 2026 | |
Cakey & Tanaka : CandyLand Adventure In-game content art | Generative AI technology was used in the creation of some illustrations and assets within the game. | MemangStudio | - | May 23, 2026 | |
Busy Bar - World Tour Unclear art | Some parts of the game’s production may involve procedural or AI-assisted tools, mainly to speed up iteration, explore visual directions or support asset creation. The game’s concept, tone, style, story and final creative choices are developed and decided by us. | Flarewing Studios | - | May 23, 2026 | |
Happy Little Farm Unclear | Art Resource | Kimbeauty | - | May 23, 2026 | |
Pangy: Into The City In-game content audiocode | This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer. | Kwan NG | - | May 23, 2026 | |
Homesider Survivors In-game content artaudio | Some UI elements and musical accompaniment were generated by neural networks. | Indie Mef | - | May 23, 2026 | |
Words are Hard In-game content artaudiotext | I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words.
What's AI-generated:
• Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me
• Music — generated with AI audio tools, curated and selected by me
• Some flavor text and descriptive copy — drafted with AI assistance, edited by me
What's not AI:
• The game itself — every system, mechanic, balance number, character design, and core decision is mine
• The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built
• The code — written by me with the help of AI assistants the same way any modern developer uses them
No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped. | AcornHunter Games | - | May 23, 2026 | |
REDLINE — Strings of Fate In-game content textcode | AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used. | Moteru Games | - | May 23, 2026 | |
Labyrinth A Way Out In-game content art | Some promotional and visual branding materials, including capsule artwork, logos, and application icons, were created or assisted using generative AI tools. | JS Games | - | May 23, 2026 | |
RePair in the Space In-game content text | AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know. | 2JDev | - | May 23, 2026 | |
Pour Decisions In-game content artaudiocode | This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay. | Way She Goes Studios | - | May 23, 2026 | |
Crisis Commander: Strait Of Hormuz In-game content art | I have used AI Image generation for Illustration and Icons. | Kra Kra Games | - | May 23, 2026 | |
HullRats Live AI textcodeart | There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation.
Several other uses are planned, including localization.
AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date. | Dan Danciu | - | May 23, 2026 | |
Dead Sector In-game content artcode | Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work. | Lonely Cloud | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Rumble Rush In-game content artaudio | Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game. | RoyalWings | - | May 23, 2026 |