LLMs were used for language translation and localization only.
- Creator
- Roy El-Rayes
- Reviews
- -
- Added
- Oct 4, 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.
LLMs were used for language translation and localization only.
Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
As a solo developer, I’ve used AI to generate initial beta translations for the UI and text to help bring the game to more regions.
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play.
The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages. The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets.. The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release. In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art. All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators.
Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Translated content and subtitle translations produced by artificial intelligence.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
This product, its trailers, in-game artworks, and translations were all generated using AI.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay.
Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI.
Some icons and 3D model textures were created using AI.
Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay.
Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer. All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release: • Music: the game's background music was created using generative AI music tools. • Localization: some of the Visual Novel and game's dictionary word meanings and translations.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls. Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine. Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full. And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
Some icons and textures used in this game are generated by AI
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
All the characters appearing in the game were generated and refined using AI.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI. The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game. AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality. AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording. AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer.
Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans.
Some item icons and background models use assets generated with generative AI.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication. The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game.
Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI. Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools. The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game. All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation.
As a small indie team, we use generative AI to assist with coding and parts of our art workflow. All AI-assisted code is manually tested by our team before being included in the game. Our artists create the original concepts and visual direction, while AI is used as a supporting tool during the art process. All final artwork is manually refined and finished by our artists.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand Some store visuals modified with AI assistance
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
Generative AI was used to create assets such as items and structures.
The store page and the hero portraits in the game use AI-generated content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
R01 In-game content text | LLMs were used for language translation and localization only. | Roy El-Rayes | - | Oct 4, 2026 | |
Shift32 In-game content art | Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running. | Raushan Duisenova | - | Oct 4, 2026 | |
Bulb Keeper: Tidy up the Night In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | YUKU Game | - | Oct 4, 2026 | |
Glyphtrip In-game content audiotext | Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI. | Well-Read Varangians | - | Oct 4, 2026 | |
Doubloon: Pirate Dice Roguelike In-game content artaudiotext | AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime. | Windvix Games | - | Oct 4, 2026 | |
搶孤 In-game content artaudio | Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release. | LILIWEI | - | Oct 4, 2026 | |
Trivia Mayhem In-game content text | As a solo developer, I’ve used AI to generate initial beta translations for the UI and text to help bring the game to more regions. | Zayd Jahangiri | - | Oct 4, 2026 | |
Vitamin Prism In-game content arttext | AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions. | Cocoa Cake Studio | - | Oct 4, 2026 | |
Pinecrest Mill In-game content art | Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game. | Pinecrest Mill Studio | - | Oct 4, 2026 | |
Bloodloader In-game content artaudiotext | Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play. | Nukeborn Studio | - | Oct 4, 2026 | |
中国式高考ChineseGaokao In-game content artaudiotextcode | The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool | 泽宇众达 | - | Oct 4, 2026 | |
Crystalysis In-game content artaudiotext | The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer. | trikyname | - | Oct 4, 2026 | |
水族派對 In-game content art | Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release.
In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art.
All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators. | NSN GAMES | - | Oct 4, 2026 | |
Hearthdeep In-game content artcode | Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Surume Games Studio | - | Oct 4, 2026 | |
River Hallucination In-game content text | Translated content and subtitle translations produced by artificial intelligence. | Viviane dos Santos Brito | - | Oct 4, 2026 | |
Stone & Throne In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
Tales of the Immortal Path In-game content arttext | This product, its trailers, in-game artworks, and translations were all generated using AI. | Lumina Studio | - | Oct 4, 2026 | |
Gridlock TD In-game content artcode | Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay. | Vekingen | - | Oct 4, 2026 | |
Heartreave In-game content artcode | AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay. | Ebon Anvil | - | Oct 4, 2026 | |
RogueForge In-game content arttext | Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI. | SOOFT Studio | - | Oct 4, 2026 | |
LAKESIDE HEAVEN In-game content art | Some icons and 3D model textures were created using AI. | team GAngnier | - | Oct 4, 2026 | |
Disarmed Forces In-game content artaudio | Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay. | BrushBurger | - | Oct 4, 2026 | |
Ray Ray Zombies In-game content art | Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development. | Wow Cool Games | - | Oct 4, 2026 | |
扫雷英雄 Mine Heroes In-game content artaudiotextcode | This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer.
All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output. | Sparkmine Studio | - | Oct 4, 2026 | |
Primal Breakout In-game content arttext | Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development. | JQS Games | - | Oct 4, 2026 | |
KanaCross Together In-game content audiotext | Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations. | Chottosoft | - | Oct 4, 2026 | |
Starscar In-game content art | The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated. | Mars Rover Games | - | Oct 4, 2026 | |
Lane Siege In-game content arttextcode | HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service. | TitaniumJoeTi.TTV | - | Oct 4, 2026 | |
ViRtual Mass Human In-game content artcodetext | Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game. | TEZABEE | - | Oct 4, 2026 | |
Tower Survivor - Paper Invasion In-game content art | Some icons and textures used in this game are generated by AI | JE Games | - | Oct 4, 2026 | |
放置边境 In-game content arttext | AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services. | Villeo Games | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
Grimoria - Online Card Game In-game content arttext | Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations. | EmberVeil Games | - | Oct 4, 2026 | |
Timopet In-game content art | All the characters appearing in the game were generated and refined using AI. | DrinkFox | - | Oct 4, 2026 | |
The Painting War: Three Thrones In-game content artaudiotext | All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay. | SunDay | - | Oct 4, 2026 | |
TowerCard: Digital Edition In-game content artaudiotext | AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI.
The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game.
AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality.
AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording.
AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer. | Can Simsek | - | Oct 4, 2026 | |
Night Intake In-game content audioart | Pre-generated AI tools were used to create selected voice-over performances and selected promotional artwork. All AI-assisted materials are reviewed, edited, and finalized by the development team before use. The game does not generate AI content during gameplay. | Black Relay | - | Oct 4, 2026 | |
Electric Noosphere In-game content artaudiocode | Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay. | Simulated Flow UG | - | Oct 4, 2026 | |
FleetBane In-game content artaudiotext | FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service. | Archimond | - | Oct 4, 2026 | |
Abyssal Moonlight-Chapter1 In-game content textcode | ※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans. | Garurai | - | Oct 4, 2026 | |
Nonet Concerto R In-game content art | Some item icons and background models use assets generated with generative AI. | PhotonSystem | - | Oct 4, 2026 | |
Statemakers In-game content text | Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime. | Amberland Studio | - | Oct 4, 2026 | |
Star Stranded Scrappers In-game content art | Some assets in Star Stranded Scrappers were created with the help of AI tools. Each one is carefully tailored to match my vision for the game. | Martilo Games | - | Oct 4, 2026 | |
Stay with me In-game content artaudio | Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI.
Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools.
The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game.
All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation. | Marselok Games | - | Oct 4, 2026 | |
Purrrfect Immortal In-game content artcode | As a small indie team, we use generative AI to assist with coding and parts of our art workflow. All AI-assisted code is manually tested by our team before being included in the game. Our artists create the original concepts and visual direction, while AI is used as a supporting tool during the art process. All final artwork is manually refined and finished by our artists. | Red Mad Cat Games | - | Oct 4, 2026 | |
Dice Sort Together: Arcane Hall In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance | Smobu | - | Oct 4, 2026 | |
卡牌大师 In-game content art | Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions. | Gaster | - | Oct 4, 2026 | |
Wolf Island In-game content art | Generative AI was used to create assets such as items and structures. | 30.2% | - | Oct 4, 2026 | |
守城录:六阵 — 三国卡牌构筑塔防 In-game content art | The store page and the hero portraits in the game use AI-generated content. | Meowridian Studio | - | Oct 4, 2026 |