Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process.
- Creator
- FuzzyDev
- Reviews
- -
- Added
- May 23, 2026
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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.
Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process.
Some images in the game were created with the help of AI tools as part of the development process.
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
AI was used to aid in translations into 11 Languages. This game was coded by a human. All gameplay, design, and creative direction are fully handcrafted by myself.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game. No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand.
This game uses AI tools for in-game icons, some image assets, background music, sound effects, and localization (translation and text editing).
The localization and some artworks are supported by AI.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight.
All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future. Store page artwork was generated with AI image tools and then manually composed and edited by the developer.
Sound-tracks were created with the assistance of diffusion generation.
AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development.
AI was used to edit some textures.
During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game: 1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials. 2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game. All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted.
During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic. Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools. Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release.
As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
Font and Translation
The translations of some language versions are generated by AI.
This game contains assets created by generative ai.
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone.
Some audio, Some Code
This game uses generative AI tools as part of the creative process. Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality.
This game uses AI to create program code and artwork.
Our game has utilized AI in-game and in some store visuals.
AI tools were used to assist with translating the game into multiple languages.
Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas: Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay. Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world. Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress. Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before.
LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements.
All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology.
bgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
A photo in the game trailer and some voices lines are generated using AI voice tools.
This game uses AI tools for parts of the Steam store page content and voice acting.
Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools.
Some visual assets and background elements were created or enhanced using AI tools. All content has been reviewed, edited, and integrated manually to ensure consistency and quality. The game does not generate content in real-time during gameplay.
Some background images of the UI of Crafting Stations were created with AI.
This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gambiarra Garage In-game content artcode | Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process. | FuzzyDev | - | May 23, 2026 | |
SoundFest: Music Festival Manager In-game content art | Some images in the game were created with the help of AI tools as part of the development process. | sunsixEstudios | - | May 23, 2026 | |
Shatterhold In-game content artaudio | Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed. | Grey Line Interactive LLC | - | May 23, 2026 | |
Kitty Krush In-game content text | AI was used to aid in translations into 11 Languages. This game was coded by a human.
All gameplay, design, and creative direction are fully handcrafted by myself. | The Slanted Room | - | May 23, 2026 | |
HZ Industry In-game content artaudio | In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play. | Sade_112 | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
挂机放置修仙录 In-game content arttext | AI-generated art is used for monster illustrations (370+), equipment icons, background art, and promotional materials. AI-assisted translation is used for 10-language localization. All AI-generated content has been reviewed and curated by the developer. No AI is used for gameplay logic, player data processing, or real-time content generation during gameplay. | Purple Mansion Games | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
Runeveil: Idle PvP In-game content art | Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game.
No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand. | IMPACT GAMES | - | May 23, 2026 | |
クリッカータクティクス:記憶の断章 In-game content artaudiotext | This game uses AI tools for in-game icons, some image assets, background music, sound effects, and localization (translation and text editing). | R.N.Studio | - | May 23, 2026 | |
Agricola - The King's Farmer In-game content textart | The localization and some artworks are supported by AI. | kann zaubern | - | May 23, 2026 | |
Travelling Home: Ever After In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | Pulucat | - | May 23, 2026 | |
Keeb Quest: Typing Battles In-game content arttext | Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight. | J.Man Games | - | May 23, 2026 | |
Tight Tactics In-game content textart | All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future.
Store page artwork was generated with AI image tools and then manually composed and edited by the developer. | Yellow bear | - | May 23, 2026 | |
Storm Clan In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Souls Divided In-game content arttext | AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development. | Stormdeep INC. | - | May 23, 2026 | |
ASTALA MUERTE In-game content art | AI was used to edit some textures. | Moral Sheep | - | May 23, 2026 | |
Farm Harbeest In-game content artaudiocode | During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material. | ShanSi | - | May 23, 2026 | |
Haunt & Hide In-game content artaudio | Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer. | devOMAR | - | May 23, 2026 | |
Shard Defender: Rogue In-game content artcode | The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted. | KAMA Interactive | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales In-game content textart | During the development of Beyond the Soil: Farming & Tales, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
FinalDefense In-game content artcode | Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic.
Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools.
Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards. | Mr.MengD | - | May 23, 2026 | |
Celestial Routes In-game content audioarttext | The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools. | Unpredictable Games | - | May 23, 2026 | |
Snowplow Therapy In-game content artaudio | Generative artificial intelligence was used during the development of this game to create some of the visual art, as well as some of the music and sound effects. AI-generated assets were reviewed/edited/finalized by a human before release. | Lunibuli | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | May 23, 2026 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | May 23, 2026 | |
扑克魔王 In-game content text | The translations of some language versions are generated by AI. | TangentTin | - | May 23, 2026 | |
Woke Up In a Dark Nightmare In-game content art | This game contains assets created by generative ai. | GameDevMkss | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Chrono Mailbox In-game content artaudio | As a solo developer, my primary focus is on crafting the intricate story and branching narrative of this visual novel. To help bring the world of Chrono Mailbox to life, I utilized generative AI tools to assist in creating certain visual assets (such as character art) and background music soundtracks. All AI-generated content has been carefully curated, manually edited, and deeply integrated to ensure it perfectly serves the game's original vision and emotional tone. | ChronoMailbox | - | May 23, 2026 | |
Stellar Golf In-game content audiocode | Some audio, Some Code | Fort Chuck Entertainment | - | May 23, 2026 | |
NRDominó In-game content artaudio | This game uses generative AI tools as part of the creative process.
Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality. | Vinicius C G Pontes | - | May 23, 2026 | |
時の塔 In-game content artcode | This game uses AI to create program code and artwork. | Toru Nakano | - | May 23, 2026 | |
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
Keep On Hashing!: Idle Mining Sim In-game content text | AI tools were used to assist with translating the game into multiple languages. | Velron Games | - | May 23, 2026 | |
Polity Painter In-game content artcode | Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material. | Lux Historia | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 | |
Power Up! In-game content audioarttext | At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas:
Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay.
Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world.
Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress.
Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before. | 4 Flowers 1 Bug | - | May 23, 2026 | |
Dead Night Highway In-game content textart | LLM was used for translation to languages except English and Russian.
Pixelated character portraits were made based on generative pictures from this person does not exist web site | Mr. Pink | - | May 23, 2026 | |
The Fifth Bell: Frequency of Secrets In-game content artaudio | Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements. | Serhat Arslan | - | May 23, 2026 | |
The Element Ninjas In-game content artaudio | All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology. | Izor Soft | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
Exium: Theia In-game content audio | A photo in the game trailer and some voices lines are generated using AI voice tools. | Steamtrack Studios | - | May 23, 2026 | |
Demon Breaker In-game content textaudio | This game uses AI tools for parts of the Steam store page content and voice acting. | Matthew Lalande | - | May 23, 2026 | |
Brooks Investment Simulator In-game content art | Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools. | Brooks Innovation and Technology Consulting LLC | - | May 23, 2026 | |
EPITAPH: The Parchment Anthology In-game content art | Some visual assets and background elements were created or enhanced using AI tools. All content has been reviewed, edited, and integrated manually to ensure consistency and quality. The game does not generate content in real-time during gameplay. | ZAMPAgames | - | May 23, 2026 | |
GlowCore In-game content art | Some background images of the UI of Crafting Stations were created with AI. | CNDY Studios | - | May 23, 2026 | |
山河捍卫者 In-game content arttextaudio | This game uses generative AI to assist in creating some art, text, and sound assets during development. All AI outputs are heavily modified by humans and undergo copyright compliance checks to ensure originality and IP safety. | 小如文化 | - | May 23, 2026 | |
Rats Survivors In-game content art | We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay. | Forge Games | - | May 23, 2026 |