キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。
- Creator
- Okamotodo
- Reviews
- -
- Added
- May 23, 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.
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キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。
Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat.
Text translations generated by AI.
This game features AI-assisted Sprite development and generation.
This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources.
Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay.
This game used ai for translation assistance.
Invaders Evolutions was developed by a small team using AI-assisted tools to cover technical art skill gaps. This enabled us to create high-quality assets and focus on complex gameplay mechanics that wouldn't have been possible for us to produce manually. All AI-generated elements were curated, edited, and integrated under strict human direction to ensure a cohesive and polished final product.
Some assets in this game, including illustrations, were generated using AI technology.
Some visual assets in the game and store materials were created or assisted using generative AI tools and have been reviewed, refined, and integrated by the developer.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
AI was used to edit some textures.
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.
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.
Font and Translation
Our game has utilized AI in-game and in some store visuals.
A photo in the game trailer and some voices lines are generated using AI voice tools.
We use AI in part of the character design
We use AI tools to create some parts of the UI.
3D Models and Graphics were AI generated.
Some cutscene images were generated with AI .
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
The logo was made by my homie with the help of an ai there i said it
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay.
Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
Some store page promotional images and marketing materials were created with the assistance of AI tools.
AI was used to help fine-tuning some graphics and animations, also to create some background graphics. AI was used to create voices and to fine tune music.
We use AI tools only for the proper translations
Some programming code writing for Torizon Telecom utilized AI. (However, the code written by AI is either directly corrected or used for reference.) All other resources and fonts are available It reveals that AI has not been used at all.
The code, mechanics, and gameplay of 'Sabor de España' do not use generative Artificial Intelligence. However, some promotional graphic elements displayed exclusively on the Steam store page (such as store headers, promotional banners, and base logo designs) have been created or refined with the assistance of AI image generation tools.
AI coding tools were used during development to assist with writing game code and store page text. All game content (gameplay, visuals, audio, level design) was created and reviewed by the developer. No AI generates content at runtime.
Used partially in coding and generating sounds
In game music has been generated. To help offset this, a portion of the sales proceeds will be donated to the non-profit MusiCares. All art and game assets have been created by paid artists, with the exception of the trees.
During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content.
Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts.
Generative AI tools were used in the creation of select marketing materials, including the promotional video, icons, and store images.
The logo and some of the art surrounding the logo on the main menu screen is partly made using Photoshop Generative AI feature.
AI was used to create certain graphics in the main menu and enemy textures in the game.
Some of the images are generated using AI.
Voice acting for characters during combat and in the story
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game/help text into multiple languages.
AI tools were used in the creation of some visual assets (such as images and banners) and to assist with partial text translations.
Generative AI was used to create the 2D promotional artwork for the Steam store page (including the capsule images, library assets, and marketing GIFs). The AI generated these marketing assets using screenshots of actual in-game pixel art as a direct reference to ensure an accurate representation of the gameplay.
Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime.
This game was made with the help of AI. Some Audio and some Images were created with the assistance of AI tools.
Some Assets were created with AI.
Some of the images in the library, as well as in the store, were generated by AI Some sprites and icons were created with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Animal UFO In-game content art | キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。 | Okamotodo | - | May 23, 2026 | |
BleepWare Incrementals Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience.
Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat. | Beep2Bleep | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
Ctrl+Alt+Defeat Zero Humanity In-game content art | This game features AI-assisted Sprite development and generation. | Andrei Becker Pacheco | - | May 23, 2026 | |
Looter Survivors In-game content codeartaudio | This game utilizes AI generation for most of its code, most of its image assets, and some of its sound sources. | iida-lab | - | May 23, 2026 | |
The Last Leukocyte Dev only code | Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay. | Ballpoint Studios | - | May 23, 2026 | |
限速20迈 In-game content text | This game used ai for translation assistance. | paperghost | - | May 23, 2026 | |
Invaders Evolutions In-game content art | Invaders Evolutions was developed by a small team using AI-assisted tools to cover technical art skill gaps. This enabled us to create high-quality assets and focus on complex gameplay mechanics that wouldn't have been possible for us to produce manually. All AI-generated elements were curated, edited, and integrated under strict human direction to ensure a cohesive and polished final product. | Northbank Interactive | - | May 23, 2026 | |
ALBERO In-game content art | Some assets in this game, including illustrations, were generated using AI technology. | Stray Cat | - | May 23, 2026 | |
Invasion of the Lizard People In-game content art | Some visual assets in the game and store materials were created or assisted using generative AI tools and have been reviewed, refined, and integrated by the developer. | Wian Jacobs | - | May 23, 2026 | |
MANSION Live AI text | MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal. | Space Helmet Studios | - | May 23, 2026 | |
ASTALA MUERTE In-game content art | AI was used to edit some textures. | Moral Sheep | - | 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 | |
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 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | 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 | |
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 | |
バレットバラージュ-弾幕乱舞- Bullet Barrge In-game content art | We use AI in part of the character design | Logicule Studio | - | May 23, 2026 | |
君は本当に家に帰りたいと思った事があるか In-game content art | We use AI tools to create some parts of the UI. | SolidSeed Co.,Ltd. | - | May 23, 2026 | |
Plastic Battle Rush In-game content art | 3D Models and Graphics were AI generated. | LERN-E | - | May 23, 2026 | |
XiaoLuo's English War In-game content art | Some cutscene images were generated with AI . | LUO WENJUN | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
Birds Store/marketing art | The logo was made by my homie with the help of an ai there i said it | RubenCo | - | May 23, 2026 | |
Carpet Hero: Jet Hunter In-game content art | Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material. | SKG Games | - | May 23, 2026 | |
Eternal Spring: Oblivion In-game content art | Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay. | MilitaryOblivion | - | May 23, 2026 | |
Exit Error In-game content art | Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game. | Venterno | - | May 23, 2026 | |
W.A.M In-game content art | To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game. | METROPOLICE | - | May 23, 2026 | |
Void Strike Dev only code | AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support. | BareboneDev | - | May 23, 2026 | |
GammaBoost+ Store/marketing art | Some store page promotional images and marketing materials were created with the assistance of AI tools. | Sidearm Studios | - | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
Eternal Hatred In-game content text | We use AI tools only for the proper translations | Vladislav Tokarev | - | May 23, 2026 | |
Torizon Telecom Dev only code | Some programming code
writing for Torizon Telecom utilized AI.
(However, the code written by AI is either directly corrected or used for reference.)
All other resources and fonts are available
It reveals that AI has not been used at all. | SkagoGames | - | May 23, 2026 | |
Flavors of Spain Store/marketing art | The code, mechanics, and gameplay of 'Sabor de España' do not use generative Artificial Intelligence. However, some promotional graphic elements displayed exclusively on the Steam store page (such as store headers, promotional banners, and base logo designs) have been created or refined with the assistance of AI image generation tools. | Manuel Bago Cobo | - | May 23, 2026 | |
Blitz Haul Store/marketing codetext | AI coding tools were used during development to assist with writing game code and store page text. All game content (gameplay, visuals, audio, level design) was created and reviewed by the developer. No AI generates content at runtime. | Joseph & Theo van Kraay | - | May 23, 2026 | |
Blipzz In-game content codeaudio | Used partially in coding and generating sounds | Edwin Lee | - | May 23, 2026 | |
Confectionery Tale In-game content audio | In game music has been generated. To help offset this, a portion of the sales proceeds will be donated to the non-profit MusiCares.
All art and game assets have been created by paid artists, with the exception of the trees. | Conifer Studios | - | May 23, 2026 | |
Star Array In-game content arttext | During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content. | 闲造工作室 | - | May 23, 2026 | |
Iron Bird In-game content arttext | Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts. | Wonder Road | - | May 23, 2026 | |
Aylix: Linux Aiming Crosshair Overlay In-game content art | Generative AI tools were used in the creation of select marketing materials, including the promotional video, icons, and store images. | Aylix | - | May 23, 2026 | |
Hide and Shoot In-game content art | The logo and some of the art surrounding the logo on the main menu screen is partly made using Photoshop Generative AI feature. | Eneas Wollbekk-Grande | - | May 23, 2026 | |
Dealer's Domain: The Infinite Hand In-game content art | AI was used to create certain graphics in the main menu and enemy textures in the game. | Reece | - | May 23, 2026 | |
Brainrot Tung Tung Sahur Store/marketing art | Some of the images are generated using AI. | Onlygames S.R.L. | - | May 23, 2026 | |
Scindistella In-game content audio | Voice acting for characters during combat and in the story | Asfering Games | - | May 23, 2026 | |
Trainferno In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game/help text into multiple languages. | INDIELLIGENT | - | May 23, 2026 | |
The Last of RAM In-game content arttext | AI tools were used in the creation of some visual assets (such as images and banners) and to assist with partial text translations. | Warkuda | - | May 23, 2026 | |
Knight Survivor In-game content art | Generative AI was used to create the 2D promotional artwork for the Steam store page (including the capsule images, library assets, and marketing GIFs). The AI generated these marketing assets using screenshots of actual in-game pixel art as a direct reference to ensure an accurate representation of the gameplay. | H1GHP3R | - | May 23, 2026 | |
JUMP & MOW In-game content artaudiocode | Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime. | SparklingFishStudio | - | May 23, 2026 | |
Target Hunt audio | This game was made with the help of AI. Some Audio and some Images were created with the assistance
of AI tools. | Aimond Games | - | May 23, 2026 | |
StarStruck Unclear | Some Assets were created with AI. | Bobbville | - | May 23, 2026 | |
Lunaris In-game content art | Some of the images in the library, as well as in the store, were generated by AI
Some sprites and icons were created with AI | Flacher | - | May 23, 2026 |